D&D (2024) Not loving weapon mastery with beginners

I can't remember exactly but I don't think it was a terrible tactical idea to stay where they were considering the close quarters.
Not knowing the particulars of the trap (?) then, who can say?

I don't know if that PC could have moved out and attacked at range or done something else? I can imagine a number of scenarios, but it is certainly possible staying put was the best idea despite failing the saves.
 

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When we play tested the weapon mastery rules in my home campaign, I liked them. They slowed things down slightly, but it was only two players and they knew what they were doing.

My new campaign at school has eight players, half of them brand new, three of whom have weapon mastery. And it is slowing combat down substantially. The things it adds - another decision point, more tactics, more rolls - are flaws not features for someone who is trying to learn a ton of stuff at once. Kinda wishing these had been an optional rule.
I thus grant you the power as expert Dungeon Master, to make them an optional rule!!! and I tip my hat to thee for daring to run that many players!!
 




I said this at the beginning. Weapon Masteries are bad for new players, and they are bad for the flow of the game.

They are interesting in a “death by a thousand cuts” sort of sense, but in both of my groups, the veteran players are constantly forgetting when/how to use each Weapon Mastery.

I originally (prior to the 5.5 update) gave my ranger a bow that allowed him to, once a SR, use a Reaction to pin a creature that moved within 60 feet of him. It was an ability that got the table hyped.

With the Slow WM, he constantly forgets he has it, and it’s about the most doldrum “oh, he’s slowed by 10 feet” response.

They are boring. They clog up the table. It’s a bad mechanic. And I’m a big proponent of “martials need cool stuff”, but this isn’t it.
 

Like, I'm trying to have fun with my friends and maybe don't feel like browbeating them and acting like the bad guy football coach from a high school movie at them for not having fun sucking and failing all the time.
 


But I have a feeling not getting to act for what was probably 30 minutes (there were multiple new players) wasn't fun for them.

It doesn't happen often but I could see missing most or all attacks for a session at low level might give people an unsatisfactory impression.
Ah, the beauty of D&D. One player has decision paralysis, one wants to argue about the rules, one doesn't understand the rules, and you have to wait for all of them because even if you got a decent roll on your turn, it's still a turn-based, grid-square-counting game.

Weapon mastery isn't the problem. Design bloat is.
 

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