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Not loving weapon mastery with beginners
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<blockquote data-quote="cbwjm" data-source="post: 9470197" data-attributes="member: 6788732"><p>I can understand not wanting to opt out of the weapon mastery rules. If it's listed as part of the class, and you tell player of said class that you don't use part of their class in your games, that's going to disappoint the player.</p><p></p><p>someone mentioned flash cards, I'd probably use that which lists their weapon, their hit bonus, range, damage, and weapon mastery rule for that weapon. Break somethings down like hit bonus (proficiency bonus, ability mod, misc bonuses) so that they can match things up with things on their character sheet and that should help them learn it. You could probably do some madlibs style cards so that if they get a new weapon you can add in all of the pertinent details on the fly. If they pick up a weapon they didnt choose for weapon mastery and they don'thave time to reset, just let them use the mastery ability, that should smooth that transition out.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 9470197, member: 6788732"] I can understand not wanting to opt out of the weapon mastery rules. If it's listed as part of the class, and you tell player of said class that you don't use part of their class in your games, that's going to disappoint the player. someone mentioned flash cards, I'd probably use that which lists their weapon, their hit bonus, range, damage, and weapon mastery rule for that weapon. Break somethings down like hit bonus (proficiency bonus, ability mod, misc bonuses) so that they can match things up with things on their character sheet and that should help them learn it. You could probably do some madlibs style cards so that if they get a new weapon you can add in all of the pertinent details on the fly. If they pick up a weapon they didnt choose for weapon mastery and they don'thave time to reset, just let them use the mastery ability, that should smooth that transition out. [/QUOTE]
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