This came to me in a dream. Well, a daydream. Well, a very helpful and necessary bit of dissociation.
It strikes me (since it's my own fist, with bludgeoning damage) that Weapon Mastery, particularly for Fighters, is counterintuitive, representing at middle and upper levels a very broad list of options associated with an unrealistically large list of weapons. Yeah, Haversacks and Quivers and Portable Holes, oh my, but even ignoring the encumbrance rules, the visual of a person in heavy armor carrying so many different weapons, half of them Heavy or Two-Handed or both, seems silly.
Here's my basic concept: Weapon Mastery should apply different properties TO THE SAME WEAPON based on at what level Mastery was first taken and character levels beyond that. Think of it: Someone with Longsword Mastery right now gets Sap, and that's it. Now imagine the heroic things done with a longsword to which we've been introduced by books and movies, etc. We've seen them hamstring an opponent (Slow), trip someone (Topple), force someone back (Push), or even be thrown, something not currently in the rules.
Each weapon would have its own Mastery Path, applied similarly to when the class currently gains new Masteries, and only one Mastery property can be applied to a weapon when new Mastery Properties become available. In order to preserve balance and keep some versatility, each weapon would have three (3) possible MPs...for example, the longsword might start with Sap, then Slow, then Push. A maul could start with Topple, then gain Push, then finally Graze. Of course, only one Mastery Property could be attached to an attack.
Anyway, thanks for encouraging my behavior.
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This came to me in a dream. Well, a daydream. Well, a very helpful and necessary bit of dissociation.
It strikes me (since it's my own fist, with bludgeoning damage) that Weapon Mastery, particularly for Fighters, is counterintuitive, representing at middle and upper levels a very broad list of options associated with an unrealistically large list of weapons. Yeah, Haversacks and Quivers and Portable Holes, oh my, but even ignoring the encumbrance rules, the visual of a person in heavy armor carrying so many different weapons, half of them Heavy or Two-Handed or both, seems silly.
Here's my basic concept: Weapon Mastery should apply different properties TO THE SAME WEAPON based on at what level Mastery was first taken and character levels beyond that. Think of it: Someone with Longsword Mastery right now gets Sap, and that's it. Now imagine the heroic things done with a longsword to which we've been introduced by books and movies, etc. We've seen them hamstring an opponent (Slow), trip someone (Topple), force someone back (Push), or even be thrown, something not currently in the rules.
Each weapon would have its own Mastery Path, applied similarly to when the class currently gains new Masteries, and only one Mastery property can be applied to a weapon when new Mastery Properties become available. In order to preserve balance and keep some versatility, each weapon would have three (3) possible MPs...for example, the longsword might start with Sap, then Slow, then Push. A maul could start with Topple, then gain Push, then finally Graze. Of course, only one Mastery Property could be attached to an attack.
Anyway, thanks for encouraging my behavior.