MonsterEnvy
Legend
Could be nice on a Ranger that already got Hunter’s Mark up.
Bard, cleric, druid, monk, sorcerer, warlock, or warlock do not get it.Can you just not use weapon mastery stuff? Legit question
Not sure what you're asking. If you don't want to add extra affects, you don't have to.Can you just not use weapon mastery stuff? Legit question
It seems a simple enough module to ignore. Nothing else really hinges on it afaict. Monsters don't use them either (perhaps the MM will present it as an option for named NPCs or something) so it certainly won't break the game. I don't think any of the effects are powerful enough to significantly unbalance anything either - the potential exploit discussed in this thread amounts to maybe getting an extra attack, but requires burning at least one feat to pull off - so by the same token, not using them shouldn't be a massive hit to any PC's power level. I expect they'll get a lot of play at lower levels when parties are smacking goblins around and the effects are quite pronounced, but I'm not sure they'll survive to mid- and high-tier games, when there's enough to keep track of already and a dragon's not going to be meaningfully inconvenienced by something so minor anyway.Can you just not use weapon mastery stuff? Legit question
Are you sure this is what it says? Has this been confirmed? I am surprised that it removes any drawing/stowing restrictions.The new rules for weapon swapping appear to handwave drawing and stowing, letting you do both as part of an attack.
No, it doesn't. See my later post. I was basing it on what the article in the OP claimed, but that was incorrect. The actual rules are much the same as 2014.Are you sure this is what it says? Has this been confirmed? I am surprised that it removes any drawing/stowing restrictions.
I disagree. Vehimently. I play tested the new Fighter with Masteries last fall, and no one else in the group used them. I was, consistently, overshadowing the other players in damage and survivability.It seems a simple enough module to ignore. Nothing else really hinges on it afaict. Monsters don't use them either (perhaps the MM will present it as an option for named NPCs or something) so it certainly won't break the game. I don't think any of the effects are powerful enough to significantly unbalance anything either - the potential exploit discussed in this thread amounts to maybe getting an extra attack, but requires burning at least one feat to pull off - so by the same token, not using them shouldn't be a massive hit to any PC's power level. I expect they'll get a lot of play at lower levels when parties are smacking goblins around and the effects are quite pronounced, but I'm not sure they'll survive to mid- and high-tier games, when there's enough to keep track of already and a dragon's not going to be meaningfully inconvenienced by something so minor anyway.
And yeah, they're all phrased as requiring the wielder to decide to use them. They could just not.
Well, there's your problem. If every (non full caster) class gets a bump in power and versatility, but only one of the party uses those options, that character's going to seem overpowered.I disagree. Vehimently. I play tested the new Fighter with Masteries last fall, and no one else in the group used them.
But that's not what you said. What you said was it's not that powerful, PC's will forget about them by mid to high levels, and not having them shouldn't make much of a difference. Which Is what I disagree with. It is an extremely significant upgrade.Well, there's your problem. If every (non full caster) class gets a bump in power and versatility, but only one of the party uses those options, that character's going to seem overpowered.
When I say it's easy to remove the module, I mean that a DM can opt to not use the rules in the game without it wrecking this version of D&D. I wouldn't necessarily advocate that players within the same group pick and choose whether to use the mastery properties or not, at least if being the same power level is a concern for them.