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Community
General Tabletop Discussion
*Dungeons & Dragons
Why are weapon masteries limited?
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<blockquote data-quote="Guest 7037866" data-source="post: 9472232"><p>If the player wants it, they can have it. No player is obligated to go on an adventure. Time pressure only exists because the players agree to it. If time pressure is somehow enforced, they can change weapon masteries <em>after</em> the adventure is over.</p><p></p><p>Regardless, as far as weapon mastery is concerned, the benefits are not that powerful that if the choice becomes a magical weapon without mastery vs. a mundane weapon with mastery, it just depends on which the player feels the PC will benefit from more.</p><p></p><p></p><p>Which is fine, but yeah it is still gamist, which I find silly frankly. Using downtime to retrain isn't about simulationism, it is about bringing a level of realistic expectations to a fantasy game--which enhances the fantasy element IMO by creating the contrast between the two.</p><p></p><p></p><p>And the useless weapon was then sold or traded for a useful one 9 out of 10 times, or some other powerful magical item, etc. In AD&D, the games I ran and played in were very much the "dice fall where they may" and that included rolling up magical items and weapons. Sure, sometimes the results were not as useful to players, but such are the whims of fate.</p><p></p><p></p><p>Whatever that is supposed to mean... but it must be connected since you've mentioned it a couple times...</p><p></p><p></p><p>That's fine if you don't think is should. I gather from the OP they do?</p><p></p><p></p><p>Which thanks to Tasha's and Martial Versatility, you can now swap out... but it is every few levels more or less, not on a long rest. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9472232"] If the player wants it, they can have it. No player is obligated to go on an adventure. Time pressure only exists because the players agree to it. If time pressure is somehow enforced, they can change weapon masteries [I]after[/I] the adventure is over. Regardless, as far as weapon mastery is concerned, the benefits are not that powerful that if the choice becomes a magical weapon without mastery vs. a mundane weapon with mastery, it just depends on which the player feels the PC will benefit from more. Which is fine, but yeah it is still gamist, which I find silly frankly. Using downtime to retrain isn't about simulationism, it is about bringing a level of realistic expectations to a fantasy game--which enhances the fantasy element IMO by creating the contrast between the two. And the useless weapon was then sold or traded for a useful one 9 out of 10 times, or some other powerful magical item, etc. In AD&D, the games I ran and played in were very much the "dice fall where they may" and that included rolling up magical items and weapons. Sure, sometimes the results were not as useful to players, but such are the whims of fate. Whatever that is supposed to mean... but it must be connected since you've mentioned it a couple times... That's fine if you don't think is should. I gather from the OP they do? Which thanks to Tasha's and Martial Versatility, you can now swap out... but it is every few levels more or less, not on a long rest. ;) [/QUOTE]
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Community
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Why are weapon masteries limited?
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