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Weapon mastery tweak.
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<blockquote data-quote="Pauln6" data-source="post: 9800748" data-attributes="member: 6777422"><p>Ok so, Weapon Master could look something like:</p><p></p><p><strong>Weapon Master Feat</strong></p><p><strong><em>General Feat (Prerequisite: Level 4+)</em></strong></p><p><strong>You gain the following benefits.</strong></p><p>Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.</p><p>Quick Draw: You gain one additional free object interaction on your turn which can be used to draw, sheath, or pick up a weapon.</p><p>Mastery Property. Your training with weapons allows you to use a mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.</p><p>If you already have the Weapon Mastery class feature, you can us that class feature to add a Weapon Mastery to a particular Improvised weapon. You also have the ability to enhance a chosen weapon type using your Mastery Property feature. Instead of assigning just one property to a Simple or Martial weapon, you can assign a second mastery to the same weapon. However, you can only apply one property per attack.</p><p></p><p>The weapon must meet the pre-requisite for the relevant mastery to apply.</p><p></p><p><strong>CLEAVE - </strong>Prerequisite: Melee Weapon, Heavy Property</p><p><strong>FLEX</strong> - Prerequisite: Versatile, Property</p><p><strong>GRAZE - </strong>Prerequisite: Melee Weapon, Heavy Property</p><p><strong>NICK</strong> - Prerequisite: Light Property</p><p><strong>PUSH</strong> - Prerequisite: Heavy, Two-Handed, or Versatile Property</p><p><strong>SAP</strong> - Prerequisite: No Other Properties</p><p><strong>SKIRMISH </strong>- Prerequisite Melee weapon, Slashing or Blunt weapon, Light Property</p><p><strong>SLOW - </strong>Prerequisite: None</p><p><strong>TOPPLE - </strong>Prerequisite: Heavy, Reach, or Versatile Property</p><p><strong>VEX - </strong>Prerequisite: Ammunition, Finesse, or Light Property</p><p></p><p>I think this makes the Weapon Master feat far less awful. For those without the mastery class feature it makes you able to access one mastery but with more versatility and to draw and sheath a weapon in the same round. For those with weapon mastery already they have the option of adding a second mastery to a weapon, which was something fun from the playtest.</p><p></p><p>This doesn't fix the issue of encouraging classic two-weapon styles mechanically but it could certainly add more combinations. Having Nick on a Scimitar doesn't really encourage dual scimitar use, unless you want to dance though the battlefield injuring several enemies on the way. Short sword and scimitar would still have more value? Would origin feats with specific weapon combos require less system mastery?</p><p></p><p>Dual Short Sword Fighting</p><p>Prerequisite: Weapon Mastery in the short sword</p><p>Benefit: When you make the extra attack of the Light property with a short sword you can make it as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was also a short sword. You can make this extra attack only once per turn.</p><p></p><p>Dual Scimitar Fighting</p><p>Prerequisite: Weapon Mastery in the Scimitar</p><p>Benefit: When you make the extra attack of the Light property with a scimitar you can make it as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was also a scimitar. You can make this extra attack only once per turn.</p><p></p><p>Rapier and Dagger Fighting</p><p>Prerequisite: Weapon Mastery in the rapier and dagger</p><p>Benefit: You can make the extra attack of the Light property with a dagger as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was a rapier. You can make this extra attack only once per turn.</p><p></p><p>I suppose you could even boil the dual weapon styles down further, especially if you want to dual wield longswords for a two feat investment like the good old days. Actually, if Flex is available under Weapon Master, you could dual wield longswords for 3 x 1d10 damage for a 3 feat investment? I guess you would need to be level 8. Is that too much for 4d10 attacks per round? Maybe Flex needs to go.</p><p></p><p>Dual Weapon Fighting</p><p>Prerequisite: Weapon Mastery in a melee weapon</p><p>Benefit: When you make the extra attack of the Light property with a you can make it as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was a different weapon of the same type. You can make this extra attack only once per turn. If you also have the Dual Wielder feat, neither weapon requires the light property.</p></blockquote><p></p>
[QUOTE="Pauln6, post: 9800748, member: 6777422"] Ok so, Weapon Master could look something like: [B]Weapon Master Feat [I]General Feat (Prerequisite: Level 4+)[/I] You gain the following benefits.[/B] Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Quick Draw: You gain one additional free object interaction on your turn which can be used to draw, sheath, or pick up a weapon. Mastery Property. Your training with weapons allows you to use a mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind. If you already have the Weapon Mastery class feature, you can us that class feature to add a Weapon Mastery to a particular Improvised weapon. You also have the ability to enhance a chosen weapon type using your Mastery Property feature. Instead of assigning just one property to a Simple or Martial weapon, you can assign a second mastery to the same weapon. However, you can only apply one property per attack. The weapon must meet the pre-requisite for the relevant mastery to apply. [B]CLEAVE - [/B]Prerequisite: Melee Weapon, Heavy Property [B]FLEX[/B] - Prerequisite: Versatile, Property [B]GRAZE - [/B]Prerequisite: Melee Weapon, Heavy Property [B]NICK[/B] - Prerequisite: Light Property [B]PUSH[/B] - Prerequisite: Heavy, Two-Handed, or Versatile Property [B]SAP[/B] - Prerequisite: No Other Properties [B]SKIRMISH [/B]- Prerequisite Melee weapon, Slashing or Blunt weapon, Light Property [B]SLOW - [/B]Prerequisite: None [B]TOPPLE - [/B]Prerequisite: Heavy, Reach, or Versatile Property [B]VEX - [/B]Prerequisite: Ammunition, Finesse, or Light Property I think this makes the Weapon Master feat far less awful. For those without the mastery class feature it makes you able to access one mastery but with more versatility and to draw and sheath a weapon in the same round. For those with weapon mastery already they have the option of adding a second mastery to a weapon, which was something fun from the playtest. This doesn't fix the issue of encouraging classic two-weapon styles mechanically but it could certainly add more combinations. Having Nick on a Scimitar doesn't really encourage dual scimitar use, unless you want to dance though the battlefield injuring several enemies on the way. Short sword and scimitar would still have more value? Would origin feats with specific weapon combos require less system mastery? Dual Short Sword Fighting Prerequisite: Weapon Mastery in the short sword Benefit: When you make the extra attack of the Light property with a short sword you can make it as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was also a short sword. You can make this extra attack only once per turn. Dual Scimitar Fighting Prerequisite: Weapon Mastery in the Scimitar Benefit: When you make the extra attack of the Light property with a scimitar you can make it as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was also a scimitar. You can make this extra attack only once per turn. Rapier and Dagger Fighting Prerequisite: Weapon Mastery in the rapier and dagger Benefit: You can make the extra attack of the Light property with a dagger as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was a rapier. You can make this extra attack only once per turn. I suppose you could even boil the dual weapon styles down further, especially if you want to dual wield longswords for a two feat investment like the good old days. Actually, if Flex is available under Weapon Master, you could dual wield longswords for 3 x 1d10 damage for a 3 feat investment? I guess you would need to be level 8. Is that too much for 4d10 attacks per round? Maybe Flex needs to go. Dual Weapon Fighting Prerequisite: Weapon Mastery in a melee weapon Benefit: When you make the extra attack of the Light property with a you can make it as part of the Attack action instead of as a Bonus Action if the weapon used for your first attack was a different weapon of the same type. You can make this extra attack only once per turn. If you also have the Dual Wielder feat, neither weapon requires the light property. [/QUOTE]
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