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New One D&D Playtest Includes 5 Classes & New Weapon Mastery System
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<blockquote data-quote="Gladius Legis" data-source="post: 9003633" data-attributes="member: 68748"><p>Weapon Mastery comes close to hitting the mark ... and then whizzes on past the target by another 400 yards.</p><p></p><p>The optimal way to play any Fighter before level 7, and any other non-Fighter martial ever, will be to carry a golf bag of weapons and switch weapons with each attack for their different mastery properties. Which is maybe hilarious depending on your sense of humor and most definitely clunky.</p><p></p><p>These Weapon Masteries really just need to be a base set of techniques that martial characters can pick and apply their effects to all their attacks. These techniques can still have their prerequisites to limit which weapons can be used with them, to still give weapons some uniqueness about them, but as they are right now, they're just way too restrictive, while again allowing an avenue to circumvent the restriction that is just ridiculous and clunky.</p><p></p><p>Or alternatively, give each weapon 2 or 3 mastery properties that they start with, to make switching weapons out of the golf bag less of a necessity for optimal play. With that alternative, Fighters at level 7 or higher can still apply properties to weapons that don't normally have them.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 9003633, member: 68748"] Weapon Mastery comes close to hitting the mark ... and then whizzes on past the target by another 400 yards. The optimal way to play any Fighter before level 7, and any other non-Fighter martial ever, will be to carry a golf bag of weapons and switch weapons with each attack for their different mastery properties. Which is maybe hilarious depending on your sense of humor and most definitely clunky. These Weapon Masteries really just need to be a base set of techniques that martial characters can pick and apply their effects to all their attacks. These techniques can still have their prerequisites to limit which weapons can be used with them, to still give weapons some uniqueness about them, but as they are right now, they're just way too restrictive, while again allowing an avenue to circumvent the restriction that is just ridiculous and clunky. Or alternatively, give each weapon 2 or 3 mastery properties that they start with, to make switching weapons out of the golf bag less of a necessity for optimal play. With that alternative, Fighters at level 7 or higher can still apply properties to weapons that don't normally have them. [/QUOTE]
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New One D&D Playtest Includes 5 Classes & New Weapon Mastery System
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