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New One D&D Weapons Table Shows 'Mastery' Traits
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<blockquote data-quote="Bluenose" data-source="post: 8993463" data-attributes="member: 49017"><p>Here's a few weapons from BECM D&D with what you get for having various levels of Mastery with them.</p><p></p><p>First, the rather nice two-handed sword</p><p>Basic, 1 attack, 1d10 damage, no special abilities</p><p>Skilled, 2d6+1 damage, stun and deflect(1) - stun forces a saving throw vs death ray to avoid being stunned which means 1/3 movement and no attacks or casting spells, Deflect allows you to attempt a saving throw against an attack against you to negate damage that number of times</p><p>Expert, 2d8, stun, Deflect (2)</p><p>Master, 1st attack, 3d6+3, 2nd attack, 2d6+3, styn, deflect (2)</p><p>Grandmaster, 4d6+6, 3d6+2, stun, deflect (3)</p><p></p><p></p><p>Now the Mace</p><p>BS, 1d6</p><p>SK, 2d4, -1AC/1 - you improve your AC by 1 against 1 attack each round</p><p>EX, 2d4+2, -2AC/2, thrown attack at -/10/20 feet</p><p>MS, 2d4+4, -3AC/3, -/10/20 range</p><p>GM, 2d4+6, -4Ac/3, 10/20/30 range</p><p></p><p>And a missile weapon, the Longbow</p><p>BS, 1d6, range 70/140/210 feet</p><p>SK, 1d8+1, 90/150/220. -1AC/1, delay (make a save or lose initiative next round)</p><p>EX, 1d10+2, 110/170/230, -2AC/1, delay</p><p>MS 3d6, second attack 1d10+4, 130/180/240, -2AC/2, delay</p><p>GM, 4d4+2, 1d10+6, 150/200/250, -2AC/2, delay</p><p></p><p>There were other effects too, like the Flourish which was basically an AoE demoralise common to all masters. Other weapons had some other SFX attached. Any character could try and get mastery by spending a proficiency slot and getting training, though it wasn't automatic you'd succeed. The reason some entries give a second attack is because in BECMI you normally only got one attack each round. And it was an optional system so I don't know how many groups playing at higher levels (it was introduced in the later sets) used it.</p><p></p><p>Not sure that the 1D&D weapon master quite holds up so well.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 8993463, member: 49017"] Here's a few weapons from BECM D&D with what you get for having various levels of Mastery with them. First, the rather nice two-handed sword Basic, 1 attack, 1d10 damage, no special abilities Skilled, 2d6+1 damage, stun and deflect(1) - stun forces a saving throw vs death ray to avoid being stunned which means 1/3 movement and no attacks or casting spells, Deflect allows you to attempt a saving throw against an attack against you to negate damage that number of times Expert, 2d8, stun, Deflect (2) Master, 1st attack, 3d6+3, 2nd attack, 2d6+3, styn, deflect (2) Grandmaster, 4d6+6, 3d6+2, stun, deflect (3) Now the Mace BS, 1d6 SK, 2d4, -1AC/1 - you improve your AC by 1 against 1 attack each round EX, 2d4+2, -2AC/2, thrown attack at -/10/20 feet MS, 2d4+4, -3AC/3, -/10/20 range GM, 2d4+6, -4Ac/3, 10/20/30 range And a missile weapon, the Longbow BS, 1d6, range 70/140/210 feet SK, 1d8+1, 90/150/220. -1AC/1, delay (make a save or lose initiative next round) EX, 1d10+2, 110/170/230, -2AC/1, delay MS 3d6, second attack 1d10+4, 130/180/240, -2AC/2, delay GM, 4d4+2, 1d10+6, 150/200/250, -2AC/2, delay There were other effects too, like the Flourish which was basically an AoE demoralise common to all masters. Other weapons had some other SFX attached. Any character could try and get mastery by spending a proficiency slot and getting training, though it wasn't automatic you'd succeed. The reason some entries give a second attack is because in BECMI you normally only got one attack each round. And it was an optional system so I don't know how many groups playing at higher levels (it was introduced in the later sets) used it. Not sure that the 1D&D weapon master quite holds up so well. [/QUOTE]
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