Charlaquin
Goblin Queen (She/Her/Hers)
It is.I don’t think that’s right.
No, you pick a weapon, and you can use that weapon’s mastery property.You pick a mastery.
It is.I don’t think that’s right.
No, you pick a weapon, and you can use that weapon’s mastery property.You pick a mastery.
Please, get real...It's GAMIST...but if you couldn't switch masteries we'd have Ranger Favored Enemy and 3e Weapon specialization. And players demanding DMs drops specific weapons.
So, you found magical greataxe and (whine whine) you have greatsword mastery, then take a week to a month off and train to develop mastery in greataxe. Your mastery in greatsword has laxed as you haven't been keeping up with the necessary practice, so you lose it and develop a new ability. 5E already has rules for downtime activities, this would be easy enough to implement.At best, changing a mastery should be once when you level, require downtime to train (or retrain), etc.
LOL man if you dealt with this, kick the player out or just allow them to train after the adventure and switch proficiencies. 5E is silly enough with all simple and martial weapons for martials---like anyone would know how to use every weapon they come across."A magic greataxe! But I have great sword mastery. This is useless You're a terrible DM! Why you dropping a weapon that's not for what my build is?! This is terrible. These module sucks this It's adventurous stinks I'm not engaged wah wah wah wah wah."
I'll take long rest weapon Mastery switching over that nonsense again.
"Oh players shouldn't be so entitled."
I do Not want to deal with that nonsense again. It will happen. It always happens. Happened in second edition. Happened in third edition. Sometimes even happen in 4th edition.
"Another +1 Magic bow. Where's the magic hand crossbow?"
I hate Crossbow expert.
People will still define a character's style with a preferred weapon. I'm in a game with 2 fighters, each have a polearm, it's their character's preferred weapon. My character has a great axe, it's a large part of his appearance. In another game I recall a rogue would dual wield shortswords and my fighter would wield a magical mace (which was an awesome weapon because it had hidden abilities defined by alignment and events in game). We could have used other weapons if needed and did from time to time, but we each had our preferred weapons.With the exception of rogues, all those classes can already use all weapons. You might as well just allow them all (including rogues) to use all weapons and know all weapon masteries since that is basically the direction you've gone.
So, I guess now you can do all the cool things, but you're even further away from anything that helps define your character's style...
My response was more to the OP's point. If you can switch out masteries so easily, it is hardly helping define your character's style.People will still define a character's style with a preferred weapon. I'm in a game with 2 fighters, each have a polearm, it's their character's preferred weapon. My character has a great axe, it's a large part of his appearance. In another game I recall a rogue would dual wield shortswords and my fighter would wield a magical mace (which was an awesome weapon because it had hidden abilities defined by alignment and events in game). We could have used other weapons if needed and did from time to time, but we each had our preferred weapons.
Basically, I doubt that having all the masteries will stop people from defining their character's preferred weapon style.
Well then. No idea how I’d misread that so badly.It is.
No, you pick a weapon, and you can use that weapon’s mastery property.
Not every DM gives a month off for downtime. Time pressure is a heavily used DM tool.So, you found magical greataxe and (whine whine) you have greatsword mastery, then take a week to a month off and train to develop mastery in greataxe. Your mastery in greatsword has laxed as you haven't been keeping up with the necessary practice, so you lose it and develop a new ability. 5E already has rules for downtime activities, this would be easy enough to implement.
But overnight after a long rest? Forget it. Ridiculous and silly and yes, gamist.
I ran into this problem at most tables I sat at in a 2e or 3e table when weapon specialization was allowed and used.LOL man if you dealt with this, kick the player out or just allow them to train after the adventure and switch proficiencies. 5E is silly enough with all simple and martial weapons for martials---like anyone would know how to use every weapon they come across.
This really isn't a problem.
Sure. And I don't think it should define it. I don't think martial characters need to be locked to specific limited weapon combos from the get go. Besides, fighting styles already do it, so you already have a mechanic for defining their style (which I dislike.)My response was more to the OP's point. If you can switch out masteries so easily, it is hardly helping define your character's style.
We let Life clerics take Toll the Dead. We let Abjurers take summoning spells. We tell Warlocks they make a permanent pact with an otherworldly patron like Asmodeous, but then say he doesn't have any special ability to influence, manipulate, or compel you. You just get to sell your soul to the devil and he'll let you keep your soul. We tell players that this is a world with actual, real gods, and then let them get divine powers from ideas. The worlds are supposed to be full to the brim with exotic monsters, but also quaint little villages that somehow never get harassed unless it's a plot point. Everyone knows that dungeons have more powerful magic items, but they just let any group of random knuckleheads venture into them and take whatever they find. The game is full of pretty absurd narratives, and almost all of them are like that because it's a collaborative game first and foremost. Making martials have to play fair because they're more mundane is not remotely fair at all.
So, narratively it doesn't make much sense, but as a game mechanic it's basically fine. Mechanically it's no different than attunement or cleric-like spell preparation, and that's about as restrictive as it's meant to be. You're picking your option for today, and it means you can't have a golf bag of weapons where you just use the most optimal mastery ability every round. The point is so that you can't easily push on round 1, topple on round 2, slow on round 3, etc. Maybe if you're a high level Fighter you can do that, but that's its own opportunity cost.
With 2 weapons, most classes will feel pressured to pick 1 melee and 1 ranged weapon simply out of utility. You pick what you plan on using. Then, if your DM award the party with a magic weapon, you'll be able to take that item. You won't have a blank for a class feature because you took battleaxe but the module says longsword and your DM thinks the game is supposed to screw you out of the feature because it never says you can change your choice. Nah. Features are supposed to work the whole game even if you find a different weapon, or if you picked a maul but now you're doing an underwater adventure.
"Some other things are silly, so it is fine if everything is silly." Yeah, this is not going to work for me. If anything, this is a call to perhaps desillify some of those other things too. Though most of them are far easier to overlook, pertaining to magic, which is not real, thus there being greater freedom to define how it works. Masteries represent mundane specialisations in a trained capability, something that we as players are familiar with from the real life. And it is blatantly jarring that this is not even remotely how such things work.
As for balance issues, I doubt there would be any with masteries just always working. Martials overpowering casters just doesn't seem like a reasonable concern, especially as by RAW switching masteries is absurdly easy to begin with.
Always-on masteries would just make things less annoying in some rare edge cases, and make the rules much more sensible.