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*Dungeons & Dragons
Weapon Specialization?
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<blockquote data-quote="Gorgoroth" data-source="post: 6034743" data-attributes="member: 6674889"><p><strong>..</strong></p><p></p><p>I personally think that, like Dual-wielding, you cannot have front-loaded specialization benefits. If you specialize, it means taking a feat. At the beginning you may, say, gain a slight improvement to certain manouvres, or access to a new one, that only you can do with your favoured weapon type. A perma-bonus, you are all right, is probably NOT the way to allow a generalist to play in the same game as a specialist who has a permanent +1 to hit or +2 to damage. </p><p></p><p>The only downside / opportunity cost in that case is whether that feat could be more optimally spent on some other feat, or that you may find a magic weapon of some other type but because there are no "transfer enchantment" rituals in 5e, you may decide it's best to not use the magic weapon, because the extra +1/+1 is not worthwhile.</p><p></p><p>I'm hoping specialization allows you extra sweet maneuvers, not permanent bonuses. If it's a permanent bonus, it means, e.g. dual-wielders get twice the benefit (which I would be the first to admit, to always wanting to take advantage of). </p><p></p><p>In real life, things are not balanced. A specialist in my field could be more than 2x as effective as a non-specialist in a given area, but in tradeoff might be only 90% as good in other areas as the generalist. Things are lobsided and imbalanced in real life. For example, I'm a generalist programmer. The more 3d programming experience I get, my main programming skills also improve, but my domain-specific knowledge improves by leaps and bounds. Whereas most of the other types of general programming is nowhere near as intellectually demanding. What I'm saying is...in real life you'd have +1 to hit and +2 damage when using your specialty weapon, on a specific type of meanouver, but also, say, perhaps a +1 damage bonus just using your favored weapon against any enemy using any maneuver, since you are that much better with your weapon and specialization should make you, simply, "better". But in game-design terms, it means you are pigeon-holed and will likely stow away that fancy sword you just found because you're an axe-guy, and magic or no magic, with flatter math you are just better off with your favored weapon than a magic non-favored weapon. </p><p></p><p>D&D is not real life, and if they design specialization without regard to the fact that there will be no generalists since it's so much poorer a choice from level 1, then I agree with the forum posters who say "let's find another way to give them a boost other than always-on flat bonuses". Stuff like, "when you crit, you have advantage on all attacks for the next round on the enemy", or "when you spend a CS die to parry with a sword, and roll max, you can deal this damage to the enemy as well as reducing your own, as a sort of riposte strike". Fun stuff like that.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6034743, member: 6674889"] [b]..[/b] I personally think that, like Dual-wielding, you cannot have front-loaded specialization benefits. If you specialize, it means taking a feat. At the beginning you may, say, gain a slight improvement to certain manouvres, or access to a new one, that only you can do with your favoured weapon type. A perma-bonus, you are all right, is probably NOT the way to allow a generalist to play in the same game as a specialist who has a permanent +1 to hit or +2 to damage. The only downside / opportunity cost in that case is whether that feat could be more optimally spent on some other feat, or that you may find a magic weapon of some other type but because there are no "transfer enchantment" rituals in 5e, you may decide it's best to not use the magic weapon, because the extra +1/+1 is not worthwhile. I'm hoping specialization allows you extra sweet maneuvers, not permanent bonuses. If it's a permanent bonus, it means, e.g. dual-wielders get twice the benefit (which I would be the first to admit, to always wanting to take advantage of). In real life, things are not balanced. A specialist in my field could be more than 2x as effective as a non-specialist in a given area, but in tradeoff might be only 90% as good in other areas as the generalist. Things are lobsided and imbalanced in real life. For example, I'm a generalist programmer. The more 3d programming experience I get, my main programming skills also improve, but my domain-specific knowledge improves by leaps and bounds. Whereas most of the other types of general programming is nowhere near as intellectually demanding. What I'm saying is...in real life you'd have +1 to hit and +2 damage when using your specialty weapon, on a specific type of meanouver, but also, say, perhaps a +1 damage bonus just using your favored weapon against any enemy using any maneuver, since you are that much better with your weapon and specialization should make you, simply, "better". But in game-design terms, it means you are pigeon-holed and will likely stow away that fancy sword you just found because you're an axe-guy, and magic or no magic, with flatter math you are just better off with your favored weapon than a magic non-favored weapon. D&D is not real life, and if they design specialization without regard to the fact that there will be no generalists since it's so much poorer a choice from level 1, then I agree with the forum posters who say "let's find another way to give them a boost other than always-on flat bonuses". Stuff like, "when you crit, you have advantage on all attacks for the next round on the enemy", or "when you spend a CS die to parry with a sword, and roll max, you can deal this damage to the enemy as well as reducing your own, as a sort of riposte strike". Fun stuff like that. [/QUOTE]
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