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How I would have done Weapon Mastery
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<blockquote data-quote="Shardstone" data-source="post: 9434194" data-attributes="member: 6807784"><p>So, I like Weapon Mastery a lot. I think with Custom Weapon Masteries, custom Weapon Properties, and Custom Fighting Styles, you can create a very robust weapon system that doesn't require very much overhead at all. Then, you can have once-per-long (or short) rest "techniques" that are the cool anime stuff some of us like worked in there; maybe a martial can memorize half their PB (rounded down). </p><p></p><p>I've been working on just this thing the last few weeks. So far I have 57 weapons, which includes 7 new weapon properties and 8 new weapon masteries (haven't gotten around to new Fighting Styles yet). A big inspiration for this was Elden RIng which, with its DLC, showed that it can actually be really cool to have a huge number of variable weapons, so long as you put in some elbow grease to make them each stand out.</p><p></p><p>In my upcoming Monday game, I'm going to have my players in my more noob group swap all their weapons for new ones (either mechanically or for actual different weapons) and they'll pick from some of my new 57 options. In other games, it's led to a fun evolution in combat. </p><p></p><p>I've never been a big fan of maneuvers unless they used a "You have a die every TURN, and you regain it at the start of your turn if you were missing it." Mainly because "Always On" martials are just more attractive to me then the alternative where you have a few Superiority Dice and regain them on a short rest. However, with new Weapon Masteries, and further expanding the weapon system out (how about new materials for weapons and cultural variant weapons?), I'm able to create the same effect as having a few dozen manuevers to draw from.</p><p></p><p>While this isn't anyone's taste, I think any homebrewer or designer is missing out if they aren't engaging with the robust new foundation that exists for weapon designs. It requires work to build some new ones but I really do think it's worth it.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9434194, member: 6807784"] So, I like Weapon Mastery a lot. I think with Custom Weapon Masteries, custom Weapon Properties, and Custom Fighting Styles, you can create a very robust weapon system that doesn't require very much overhead at all. Then, you can have once-per-long (or short) rest "techniques" that are the cool anime stuff some of us like worked in there; maybe a martial can memorize half their PB (rounded down). I've been working on just this thing the last few weeks. So far I have 57 weapons, which includes 7 new weapon properties and 8 new weapon masteries (haven't gotten around to new Fighting Styles yet). A big inspiration for this was Elden RIng which, with its DLC, showed that it can actually be really cool to have a huge number of variable weapons, so long as you put in some elbow grease to make them each stand out. In my upcoming Monday game, I'm going to have my players in my more noob group swap all their weapons for new ones (either mechanically or for actual different weapons) and they'll pick from some of my new 57 options. In other games, it's led to a fun evolution in combat. I've never been a big fan of maneuvers unless they used a "You have a die every TURN, and you regain it at the start of your turn if you were missing it." Mainly because "Always On" martials are just more attractive to me then the alternative where you have a few Superiority Dice and regain them on a short rest. However, with new Weapon Masteries, and further expanding the weapon system out (how about new materials for weapons and cultural variant weapons?), I'm able to create the same effect as having a few dozen manuevers to draw from. While this isn't anyone's taste, I think any homebrewer or designer is missing out if they aren't engaging with the robust new foundation that exists for weapon designs. It requires work to build some new ones but I really do think it's worth it. [/QUOTE]
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