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General Tabletop Discussion
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Weapon Mastery - Yea or Nay?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9706583" data-attributes="member: 7023840"><p>It's going to be interesting to see what balance, if any, they strike.</p><p></p><p>This is off-the-cuff, so bear with me. If you look at the weapon masteries, I think that they were designed to be quick and easy to administer in tabletop combat. And most of them are!</p><p></p><p>But that also means that there is a limit to what you can do with them in terms of the design space. Arguably, the issue with an ability like sap is that the target doesn't get a save, so you can automatically impose disadvantage on any target. But on the plus side? It's simple- no burden of rolling saves, and because it doesn't "stack," it doesn't really matter if you hit the target one time or ten times.</p><p></p><p>The major exception is, of course, topple, Which is a really cool ability ... <em>in theory</em>. I love it. But in execution, it slows things down because it can force a save on every single hit. If you get more attacks (or more PCs have a weapon with topple), then it can slow things down immensely, especially since monsters tend to have high constitutions so there may be multiple topple attempts per round (and then it stands up and it repeats the next round, etc.).</p><p></p><p>Normally, when you use a spell or an ability to force a save, you're often using a resource-limited ability (spell slots, ki points, etc.) so you have to be somewhat judicious. But attacks with weapons are the defining "not resource limited" thing in D&D. You see the tension there? The part of combat that used to go very quickly can suddenly get bogged down.</p><p></p><p>Which is why I think that there is only weapon mastery that forces a save. I think that if the game moves to a VTT-focused approach, we will see an explosion of different weapon masteries that will be handled "in the background."</p><p></p><p></p><p>ETA- in writing this, I should add that I don't do VTT. I'm old school like that. But I also yell at clouds.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9706583, member: 7023840"] It's going to be interesting to see what balance, if any, they strike. This is off-the-cuff, so bear with me. If you look at the weapon masteries, I think that they were designed to be quick and easy to administer in tabletop combat. And most of them are! But that also means that there is a limit to what you can do with them in terms of the design space. Arguably, the issue with an ability like sap is that the target doesn't get a save, so you can automatically impose disadvantage on any target. But on the plus side? It's simple- no burden of rolling saves, and because it doesn't "stack," it doesn't really matter if you hit the target one time or ten times. The major exception is, of course, topple, Which is a really cool ability ... [I]in theory[/I]. I love it. But in execution, it slows things down because it can force a save on every single hit. If you get more attacks (or more PCs have a weapon with topple), then it can slow things down immensely, especially since monsters tend to have high constitutions so there may be multiple topple attempts per round (and then it stands up and it repeats the next round, etc.). Normally, when you use a spell or an ability to force a save, you're often using a resource-limited ability (spell slots, ki points, etc.) so you have to be somewhat judicious. But attacks with weapons are the defining "not resource limited" thing in D&D. You see the tension there? The part of combat that used to go very quickly can suddenly get bogged down. Which is why I think that there is only weapon mastery that forces a save. I think that if the game moves to a VTT-focused approach, we will see an explosion of different weapon masteries that will be handled "in the background." ETA- in writing this, I should add that I don't do VTT. I'm old school like that. But I also yell at clouds. [/QUOTE]
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