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General Tabletop Discussion
*Dungeons & Dragons
With Weapon Mastery likely making it in, do you want optional exotic weapons and exotic weapon masteries?
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<blockquote data-quote="tetrasodium" data-source="post: 9069455" data-attributes="member: 93670"><p>The value in the simple/martial weapons split is similar to the value in light medium and heavy armor being split. The splits in each encourage different classes to lean towards selecting from a particular pool before then further narrowing that pool based on build choices. All of that combines together in a way that allows the gm to direct magic items towards a particular subset of the PCs pat their table without having to resort to extremes like race/class/sex/etc restrictions that explicitly restrict an item to Bob specifically.</p><p></p><p>5e of course ruined that by making the equipment too easily usable by any build simple mechanically. The usability expansion ensures that most or even all PCs at the gm's table are probably pulling from the same pool unless they are different for flavor or weird niche. The shift to overly simplistic equipment ensures that equipment lacks any build specific subjective elements that might have otherwise led to that second filtering when a player wants to do the ttrpg equipment of <a href="https://wowwiki-archive.fandom.com/wiki/Need_Before_Greed#:~:text=If%20everyone%20declares%20greed%2C%20then,the%20usual%20tactic%20of%20ninjas." target="_blank">mashing need</a> on anything they could use when it's really greed rather than need. </p><p></p><p></p><p></p><p>Agreed 100%. The shift has a huge impact even beyond combat and imo encourages the expectation that any action like searching a room/dealing with traps/scouting ahead/etc gets done instantly or close rather than expecting to spend a few minutes or more doing a thing while dungeon crawling / crafting/ doing town stuff or whatever.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9069455, member: 93670"] The value in the simple/martial weapons split is similar to the value in light medium and heavy armor being split. The splits in each encourage different classes to lean towards selecting from a particular pool before then further narrowing that pool based on build choices. All of that combines together in a way that allows the gm to direct magic items towards a particular subset of the PCs pat their table without having to resort to extremes like race/class/sex/etc restrictions that explicitly restrict an item to Bob specifically. 5e of course ruined that by making the equipment too easily usable by any build simple mechanically. The usability expansion ensures that most or even all PCs at the gm's table are probably pulling from the same pool unless they are different for flavor or weird niche. The shift to overly simplistic equipment ensures that equipment lacks any build specific subjective elements that might have otherwise led to that second filtering when a player wants to do the ttrpg equipment of [URL='https://wowwiki-archive.fandom.com/wiki/Need_Before_Greed#:~:text=If%20everyone%20declares%20greed%2C%20then,the%20usual%20tactic%20of%20ninjas.']mashing need[/URL] on anything they could use when it's really greed rather than need. Agreed 100%. The shift has a huge impact even beyond combat and imo encourages the expectation that any action like searching a room/dealing with traps/scouting ahead/etc gets done instantly or close rather than expecting to spend a few minutes or more doing a thing while dungeon crawling / crafting/ doing town stuff or whatever. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
With Weapon Mastery likely making it in, do you want optional exotic weapons and exotic weapon masteries?
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