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Weapon Mastery - Yea or Nay?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9706540" data-attributes="member: 7023840"><p>Good point.</p><p></p><p>That said, this issue recently came up in PbP before I found this thread. So here's my thoughts on weapon masteries in general from the PbP / live table experience-</p><p></p><p>1. As a general concept, I love them. I like martial characters. I like abilities that aren't spells. I like differentiating weapons. So conceptually, I like weapon masteries a great deal!!!!!! </p><p></p><p>2. But in terms of specific implementation? I have ... issues. At this point, I would say that they aren't half-baked, but maybe 3/4 baked.</p><p></p><p>Now, let me start by acknowledging what Mistwell said- if combat is implemented through software, it works more smoothly. But if it isn't? Well, certain weapon masteries are just awesome in concept, but way too slow in use. <em>Topple</em>- I'm looking at you. Forcing a save on every single hit can slow things down immensely, especially when the effect of that hit can make a difference moving forward.</p><p></p><p>Next, I don't understand how people can say they are getting rid of masteries entirely. Some masteries are pretty much required under the rules to effectuate a certain playstyle. In other words, if you want to TWF, then you need to have the nick mastery in the game. It just doesn't work if you don't have that mastery. (That said, all the rules about TWF are, apparently, so complicated that I had to do a dive into it in order to fully understand how it works)</p><p></p><p>Some of the masteries are relatively simple to administer and understand. Cleave. Graze (that's really easy). </p><p>Two of them provide automatic advantage or disadvantage. Vex and sap. Which can be interesting, although having read this thread, I can understand the comment from [USER=15882]@TaranTheWanderer[/USER] that giving a solo boss disadvantage at-will might be a bit much (while auto advantage is really good, especially for cunning strikes, there tends to be a lot of ways by mid-tier to generate it).</p><p>Push is either awesome or useless- it's great for ranged and skirmishing, but otherwise situationally useful at best.</p><p>And slow ... is either useless*, or, combined with slasher on a whip, is seriously annoying. IMO. </p><p></p><p>In other words, I like them, conceptually. As things move more and more to automated combat, I think we will see more variants that require time. But as it stands, I feel like they still need one more pass. </p><p></p><p>*Outside of ranged combat.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9706540, member: 7023840"] Good point. That said, this issue recently came up in PbP before I found this thread. So here's my thoughts on weapon masteries in general from the PbP / live table experience- 1. As a general concept, I love them. I like martial characters. I like abilities that aren't spells. I like differentiating weapons. So conceptually, I like weapon masteries a great deal!!!!!! 2. But in terms of specific implementation? I have ... issues. At this point, I would say that they aren't half-baked, but maybe 3/4 baked. Now, let me start by acknowledging what Mistwell said- if combat is implemented through software, it works more smoothly. But if it isn't? Well, certain weapon masteries are just awesome in concept, but way too slow in use. [I]Topple[/I]- I'm looking at you. Forcing a save on every single hit can slow things down immensely, especially when the effect of that hit can make a difference moving forward. Next, I don't understand how people can say they are getting rid of masteries entirely. Some masteries are pretty much required under the rules to effectuate a certain playstyle. In other words, if you want to TWF, then you need to have the nick mastery in the game. It just doesn't work if you don't have that mastery. (That said, all the rules about TWF are, apparently, so complicated that I had to do a dive into it in order to fully understand how it works) Some of the masteries are relatively simple to administer and understand. Cleave. Graze (that's really easy). Two of them provide automatic advantage or disadvantage. Vex and sap. Which can be interesting, although having read this thread, I can understand the comment from [USER=15882]@TaranTheWanderer[/USER] that giving a solo boss disadvantage at-will might be a bit much (while auto advantage is really good, especially for cunning strikes, there tends to be a lot of ways by mid-tier to generate it). Push is either awesome or useless- it's great for ranged and skirmishing, but otherwise situationally useful at best. And slow ... is either useless*, or, combined with slasher on a whip, is seriously annoying. IMO. In other words, I like them, conceptually. As things move more and more to automated combat, I think we will see more variants that require time. But as it stands, I feel like they still need one more pass. *Outside of ranged combat. [/QUOTE]
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