D&D (2024) New One D&D Weapons Table Shows 'Mastery' Traits

The weapons table from the upcoming Unearthed Arcana playtest for One D&D has made its way onto the internet via Indestructoboy on Twitter, and reveals some new mechanics. The mastery traits include Nick, Slow, Puncture, Flex, Cleave, Topple, Graze, and Push. These traits are accessible by the warrior classes.

96C48DD0-E29F-4661-95F8-B4D55E5AC925.jpeg
 

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As I said on page 22:
Fighter Lv1 the laws of reality are what they are. Fighter Lv6 the laws of reality are guidelines. Fighter Lv11 the laws of reality are merely suggestions. Fighter Lv16 the laws of reality are someone else's problem.
 

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And the counterpoint is that while Michael Jordan may be a 20th-level "real world" basketball player, in D&D terms, he doesn't crack the mid-single digits of physical ability. A D&D fighter that's scratching at 10th-level is probably like...Batman, or Captain America (take your pick).
I think either you (and some others) misread the parallel I was trying to draw or I was unclear in stating it.

When mentioning Herclues I was comparing him only to other Fighters.
When mentioning Michael Jordan I was comparing him only to other basketball players.
When mentioning Tiger Woods I was comparing him only to other golfers.

In no way was I trying to suggest MJ or Tiger were anywhere near Hercules' level when it came to fighting. What I was trying to suggest is that each of them at their best equated to 21st level in their own field.
 

As I said on page 22:
Fighter Lv1 the laws of reality are what they are. Fighter Lv6 the laws of reality are guidelines. Fighter Lv11 the laws of reality are merely suggestions. Fighter Lv16 the laws of reality are someone else's problem.
I'd go 1-6-13-20 on the level splits there, but I get what you're saying.
 

I still would like Graandmastery

WeaponsMasteryGrandmastery
BattleaxeFlexHigh Crit
FlailSapSweep
LongswordFlexKeen
ScimatarNickDance
WarkpickSapHigh Crit
WarhammerFlailRhythm
Quarterstaff Grandmaster - Parry
Dart Grandmastery - Multiattack
Flail Grandmastery - Ignore Shields AC bonus
Lance Grandmastery - Attacks affect mount and rider
 

Hera hated Hercules (or Heracles/Herakles for the Greek version), because he was Zeus's son from one of his many, many affairs with mortals. So Hera spent all of Hercules' life trying to cause him as much pain and suffering as possible. Which once included driving Hercules mad and causing him to kill his wife and children. So, it's not "barbarian rage", it's more of a mind-control curse from an evil, spiteful goddess.
Well yeah but I think he already had the class feature and it sure sounds like he got +2 damage against his wife. I rest my case.

Oh and he savagely killed Iphithus after Eurythius declined to give him his daughter Iole in marriage. I reckon enough levels in barbarian to get the advantage on strength and then a boon to increase his strength and treat him as large for the purposes of pushing, pulling, and carrying.

I do think that fighters should be given more interesting choices (they can provide basic hit harder builds for those that want simple fighters) but I think trying to scale them up to compare directly to wizards is folly unless magic is taken into account.
 
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I think the real problem is that any casters in D&D can go as far and beyond their fantasy (literature/video games) counterpart as they rise in levels.

Martials fantasy counterparts, on the other hand, are set beyond the regular level progression.

In short, caster can out-cast Merlin and Gandalf at 10th level, but martials have to reach level 20 to reach the level of... Michael Jordan.
 

Wow, it’s weird the entire mastery discussion is totally revolving around one specific ability. Well…maybe not that weird…heh.

Anyway, the two arguments against DoaM seem to boil down to two camps:

1) it’s too powerful/legendary/MJ-esque to give to a lowly 1st level fighter, or
2) it makes no sense logically (a miss is a miss).

From where I sit, the counters are:

Too Powerful: obviously I can’t know for sure, but I’d wager at most we’re talking a few points (maybe even only 1). And only for a very small handful of weapons. And maybe it’s me, but I’d rather take the ability to gain Advantage, or off-hand strike for free over a guaranteed 1pt of damage a round. No one is going to be sitting around saying, “Thank the gods you could DoaM! Otherwise that Tarrasque would have been a problem!”.

A Miss is a Miss: lots of people have already described how this makes narrative sense descriptively. And HP have never been Body Points. If they were, what is the logic of a character suddenly being 5 times tougher than they were six months earlier? Is their skin tougher? Are they suddenly as big as an ogre? Man, that’s a lot of Wheaties they’ve been eating! And as for the poison issue, it’s dead simple to add a clause that says “special effects (such as poison) don’t trigger on DoaM”. And/or "DoaM can never reduce a creature below 1 hp".

Without any DoaM weapons, it’s theoretically possible for someone to go “I can do this all day”, if they are lucky enough in a fight. All DoaM does is say that there are a couple of weapons that are brutal enough, that when wielded by a combat specialist trained in their use, that you’re eventually going to get worn out and beaten down, so better finish it soon.

I’ve said before, I’m good either way they decide to go. I would like to see some actual specifics before wasting too much energy arguing the theoretical concept. And I’d love to hear what people think about the other Mastery abilities.
 
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I still would like Graandmastery

WeaponsMasteryGrandmastery
BattleaxeFlexHigh Crit
FlailSapSweep
LongswordFlexKeen
ScimatarNickDance
WarkpickSapHigh Crit
WarhammerFlailRhythm
Let's take this even further!

WeaponsMasteryGrandmasteryGreatgrandmastery
BattleaxeFlexHigh CritArtistic Blood Fountain
FlailSapSweepArm Socket Insurance
LongswordFlexKeenTwerk
ScimitarNickDanceDodge Gunshot
WarpickSapHigh Crit"Pick" Pun Booklet
WarhammerFlailRhythm40K Lawsuits
 

Sorry, one more quick thought: if A Miss is A Miss, and A Hit is A Hit, I'd say that line is already blurred by the inclusion of the Heavy Armor Master feat. How do you justify reducing damage from a hit? Either the armor made them miss, or it didn't. To be consistent, shouldn't it just give you higher AC, and let the random damage dice determine the rest?

Note, I'm not advocating for HAM to be changed. Just using it to show that Hit/Miss/AC/HP divide isn't carved in stone the way some people seem to see it.
 


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