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General Tabletop Discussion
*Dungeons & Dragons
Why are weapon masteries limited?
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<blockquote data-quote="Bacon Bits" data-source="post: 9471985" data-attributes="member: 6777737"><p>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.</p><p></p><p>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 <em>can't</em> 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.</p><p></p><p>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 <em>supposed</em> to screw you out of the feature because it never <em>says</em> 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.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9471985, member: 6777737"] 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 [I]can't[/I] 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 [I]supposed[/I] to screw you out of the feature because it never [I]says[/I] 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. [/QUOTE]
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Why are weapon masteries limited?
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