Older Beholder
Hero
If weapon mastery means combat can take longer due to the extra rolls involved, but ends earlier due to extra PC power, it sounds like it all evens out in the end. 

If weapon mastery means combat can take longer due to the extra rolls involved, but ends earlier due to extra PC power, it sounds like it all evens out in the end.![]()
If you’re searching for ways to end combat faster, you can just assume the enemy had one fewer Hit Point to begin with, no Graze property required.The enemy only has 1 hp left and your weapon has the Graze property, so no need to make that attack roll.
More time saved.![]()
This is a consequence of the game over the decades changing how it describes combat. In a six-second combat round, you are actually doing a lot more than moving (maybe) and making a single attack. What's being glossed over is the maneuvering, parrying, feinting, and trying to find a good opportunity to get a solid hit in. There's no doubt several attacks that "miss" in the traditional sense due to the opponent's defensive maneuvers or that bounce of their armor harmlessly. The attack rolls you make are the opportunities that matter.I've been thinking a bit more about masteries, and in particular Graze. The fact that you deal damage on a miss makes no sense. It also raises questions about how interactions like green flame blade are supposed to work. Does my (ex) greatsword make some contact? If some, surely green flame blade would still hit. But does it? I missed my attack roll.
Unfortunately, while that "armor piercing" rationale reflects the idea that no matter how good your armor is, it can't negate the attacks - it also negates any other penalty or non-armor based environmental factor that might be in play like cover. And that still kind of rankles.The big weapons with Graze, then, are more efficient at penetrating armor (if I had a complaint about Graze, is that the mastery isn't applied to weapons that in real life were actually good at penetrating armor) due to their mass and striking power. This "armor-piercing" is reflected in the fact that, no matter how good your armor is, you can't complete negate these attacks.
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As for your Green Flame Blade example, the spell probably should deal some damage on a miss (compare it with Acid Arrow, which does). The reason why comes down to two things- balance (if every flaming sword you find in game can deal some damage past armor, armor becomes less useful) and largely that "damage on a miss" was a concept introduced in 4e, and a few (but very loud) people trotted it out as another reason to hate 4e, because they felt it made the game less realistic (somehow). Thus when 5e was made, the concept was removed from the game (except for spells, where apparently it's ok, lol) to placate this crowd. Now, apparently, in 2024, they apparently found that the amount of players who hate it are an acceptable loss if they bounce off the game (I presume).
Nor did I, I simply pointed out that's why we didn't have damage on a miss in 2014. But again, Acid Arrow also ignores all those factors, dealing half damage on a miss, yet this is perfectly acceptable, yet give the ability to a trained warrior and people have objections.Unfortunately, while that "armor piercing" rationale reflects the idea that no matter how good your armor is, it can't negate the attacks - it also negates any other penalty or non-armor based environmental factor that might be in play like cover. And that still kind of rankles.
You can't sweep all objections to damage on a miss with melee weapons under the "hates 4e" blanket.