ezo
Hero
Yep. And for many not at all...To an extent.
Yep. And for many not at all...To an extent.
Can we not make this about masteries vs. whatever? This new thing is having an unexpectedly large, negative impact on my game. That it is all.It’s a new thing that makes martials more interesting to play. Would you begrudge one player pretties because it slows the game when added to the ones the other players get?
Yes, and because you would be removing almost every character class.spells are far more of a much bigger slowdown in getting new players to learn the mechanics as there are far more individual rules with multiple layers of them, realistically you could speed things up much more by removing them rather than maneuvres but nobody does that, they give them all a giant pass because 'they were already part of the game'
I feel like this is not too com plicated to explain. Maybe I need an example.I think the question is how do you approach spellcasting with beginners and why are weapon masteries different. It’s not obvious why it’s slowing down the game for beginners because all of it is new, including spells. Since so many classes have spells, what’s the difference between a beginner picking up the mechanics of a spell vs a weapon mastery?
No, masteries are much slower. Spellcasters take a lot longer to create because of the choices, but in play at level 1, they are pretty straightforward. In combat, the player only has a couple choices and the tooltip for the spell is right there. Masteries are another step at level 1, and also usually involve tactical considerations that the beginning player has no context for. They also involve more math, which is a bigger barrier for more new players than a lot of folks realize.I’m guessing you don’t play with new players often (which the OP is taking about). IME, new players take forever to learn what spells do and to pick the spell they want to use.
In our game with 4 out of 5 PCs adding weapon masteries we didn’t notice much change in game speed, but we are not new players either.
Just wondering, what have you done to make it easier for them to pick it up and approx. how much extra time is it costing the group? Do you normally play with 8 players?I feel like this is not too com plicated to explain. Maybe I need an example.
We have 90 minutes sessions after school. Combats are now taking much longer than they used to, and the new thing that has made them slower is weapon masteries with beginning players. So we don't get nearly as much done. There. That is the issue.
I feel like folks are trying to make this about martial vs. spell casters or something. It is not. It is a very specific issue with the new rules and beginning players.
I said in my 1st replay that all masteries are nobrainer, but this is most simplified for some that want even simpler.I guess you could do that. I don’t really see how it’s any less complex than, like, Graze, or Push, or even Topple.
Am I crazy? Everyone’s acting like weapon masteries introduce a ton of complex decision trees, but… Every mastery does exactly one thing, and it does that one thing every time you hit with it. Is it so hard to remember that whenever you hit with your longsword your target gets disadvantage on its next attack? How is that any harder to learn than which die you’re supposed to roll when you hit?
And they're still figuring out what bonus actions are.
While on one hand, this is fantastic advice – always great to have little cheat sheets for players grokking the game.Get some notecards and give cheat notes for the newbs.
this is one of the reasons why TWF should have always been part of Attack action or just part of attacking with main hand.This is part of the problem certainly, but it is particularly difficult with two-weapon fighting because this is something others are also doing as an action ..... "what do you mean I can use my bonus action to attack, you just told Mary she could only attack with her action."