D&D (2024) Dual Wielding

Pauln6

Hero
One other possible solution to weapon juggling is to rule that if you draw a weapon as part of an attack, you can't apply a weapon mastery to that attack unless the weapon has the thrown property and is thrown as part of that attack?
 

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One other possible solution to weapon juggling is to rule that if you draw a weapon as part of an attack, you can't apply a weapon mastery to that attack unless the weapon has the thrown property and is thrown as part of that attack?
The whole juggling mechanic exists to support switching between weapon masteries.
 

Pauln6

Hero
The whole juggling mechanic exists to support switching between weapon masteries.
The playtest allowed you train additional masteries on existing weapons but only allowed you to swap them on a long rest unless a high level fighter. Those mechanics never made it to the final version, with the exception of swapping in sap as a level 9 fighter. If property juggling was intended to be encouraged, why make it so hard to juggle them on the same weapon in the playest? I agree that swapping weapons is intended to be an option so you can pick the right weapon for the right fight but I am far from convinced that they intended so much juggling to take place in the same round and repeated every round as a cheesy mastery fishing combo. I am hoping that we start to youtube videos of people trying to show how possible this level of swapping is in 6 seconds though 🤪

It's not as if my two possible tweaks prevent weapon swapping, just trim it down to twice per round in my first suggestion (three with dual wielder) or every other attack with this suggestion.
 

If property juggling was intended to be encouraged, why make it so hard to juggle them on the same weapon in the playest?
Because none of this is the product of a clear vision or cohesive design principles, of course! For what it's worth, at least weapon-juggling is kind of unique as a core gameplay element. I don't know why you'd pick that to be your thing, but I don't mind it.

EDIT: Well... I do mind how it still cannot let go of the nitpicky roots of the hobby, and just say 'you can freely choose which weapon you're making each attack with' - instead, we're still playing around with attack, stow, draw, attack, which leads to the same thing but just has to get awkward in the middle.
 
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Mistwell

Crusty Old Meatwad (he/him)
I gotta say the more I work with it, the more I love the improvements to dual wielding. It's a very compelling style now to fight with. I'd say it's outpaced the longbow at this point, which used to be a dominate style.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Right, but graze is probably better than vex for greatsword.
I guess it’s kind of interesting that great weapons are more focused on raising your damage floor than your damage ceiling. 2d6 for damage, the fighting style treating 1s and 2s as 3s, and the graze mastery all work to insure that you’re dealing at least ok damage every time you attack, whereas dueling and two weapon fighting are more focused on increasing the damage output of their low-damage weapons… Kinda neat approach.
 

Pauln6

Hero
I gotta say the more I work with it, the more I love the improvements to dual wielding. It's a very compelling style now to fight with. I'd say it's outpaced the longbow at this point, which used to be a dominate style.
Yes I think it's a clever way to elevate light weapons for classes other than rogues and gives options for different combinations. People who want to go for a classic two weapon fighter or ranger.
 


The Light Weapon property, the Nick Weapon mastery and the Dual Wielder feat allow you to make four attacks at level 5. Most of the classes in 2024 get an Extra Attack at level 5, but the Fighter receives two more Extra Attacks at 11th and 20th level. How does this set-up for Two-Weapon Fighting work with these two additional attacks for the Fighter class? Five attacks at 11th level and Six attacks at 20th level?
 


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