There's such an obvious solution for weapon masteries, I'm surprised WotC hasn't seen it. Martials learn 2 masteries, and can apply them to any valid weapon. On further levels, most Martials will get more masteries, and can apply two valid masteries to the same weapon, choosing one to use per attack or per turn. Fighters can do more things, like apply 3 valid masteries per weapon, or apply one invalid mastery to a weapon to make wild combos, or apply 2 masteries to a valid weapon and can use them both on the same attack. Suddenly weapons get much more customizeable, and provide turn by turn tactics while retaining Fighter identity as master of melee combat.
A big reason for the Weapon Mastery system was to make otherwise identical weapons become distinct. There was no reason somebody would want a glaive instead of a halberd in 5e. This "obvious solution" completely removes that aspect. What you say makes weapons more "customizable," others (including me) say makes weapons indistinct and identical. I don't see why being "customizable" is really a virtue in this situation.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
There's such an obvious solution for weapon masteries, I'm surprised WotC hasn't seen it. Martials learn 2 masteries, and can apply them to any valid weapon. On further levels, most Martials will get more masteries, and can apply two valid masteries to the same weapon, choosing one to use per attack or per turn. Fighters can do more things, like apply 3 valid masteries per weapon, or apply one invalid mastery to a weapon to make wild combos, or apply 2 masteries to a valid weapon and can use them both on the same attack. Suddenly weapons get much more customizeable, and provide turn by turn tactics while retaining Fighter identity as master of melee combat.
A big reason for the Weapon Mastery system was to make otherwise identical weapons become distinct. There was no reason somebody would want a glaive instead of a halberd in 5e. This "obvious solution" completely removes that aspect. What you say makes weapons more "customizable," others (including me) say makes weapons indistinct and identical. I don't see why being "customizable" is really a virtue in this situation.
I am not sure about that as lets say the mastery you learn is trip, Halberd might be a valid weapon for it but glaive isn't. If each weapon had 3-4 masteries it could do they would still feel distinct.
Personally I'd want them to add one mastery that all weapons do, bigger bonk and all martials got it free when they picked a weapon mastery. Build in a reason why you don't trip on literally every single swing.
"Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords"
I am assuming this is referring to Weapon Masteries you already know, but this text fails to mention it?
"Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords"
I am assuming this is referring to Weapon Masteries you already know, but this text fails to mention it?
What do you mean "you already know?" You can choose any of the Masteries. If you could only learn Masteries you already know, that wouldn't really be learning, would it?
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
"Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords"
I am assuming this is referring to Weapon Masteries you already know, but this text fails to mention it?
that's text from UA6 Ranger's "Weapon Mastery" feature, right? it just says weapons masteries for weapons "with which you have proficiency," and leaves it open. we can understand from this that you get a number of masteries (two in this case) and those are the only ones we can activate in combat. as of UA7 i don't see any weapons that have two or more masteries standard, so you'd have to switch weapons to use a different mastery. like drop your 'slow' mastery longbow to draw a 'sap' mastery longsword.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
Oh, so a 1st lvl Rogue can utilize mastery on 2 weapons that he is proficient in, at the end of a long rest....I tell you, why are they making mundane and sensible complicated. You learned to master a weapon, why are you switching and forgetting what you already learned for 1 day. Its knowledge, its not magic.
Just let people pick 2 weapons to master at 1st lvl, and thats it. Give them another weapon to master every 5 lvls or something, without, Oh I forgot how to be a master of a short bow today, I will remember tomorrow
Oh, so a 1st lvl Rogue can utilize mastery on 2 weapons that he is proficient in, at the end of a long rest....I tell you, why are they making mundane and sensible complicated. You learned to master a weapon, why are you switching and forgetting what you already learned for 1 day. Its knowledge, its not magic.
Just let people pick 2 weapons to master at 1st lvl, and thats it. Give them another weapon to master every 5 lvls or something, without, Oh I forgot how to be a master of a short bow today, I will remember tomorrow
Because you might pick a warhammer to master, but the DM then gives a magic longsword. So you can then switch out to the new weapon. That’s my impression, at least.
I think the idea of picking Masteries should just go away entirely. You should just be able to use the Mastery of any weapon that fits the criteria. It wouldn't really change much, since you can already change them out on a long rest, it just simplifies things and removes the necessity to decide your Masteries each rest.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
That is too much catering to the player. There has to be choices you make and deal with it. If a DM wants to be nice and give magic weapons you are a master in, fine, but if you get stuck with random weapon you are not a master at, fine too.
That is too much catering to the player. There has to be choices you make and deal with it. If a DM wants to be nice and give magic weapons you are a master in, fine, but if you get stuck with random weapon you are not a master at, fine too.
Catering to the players? I guess it would be a real shame if the players had fun making the character they want. My DM is currently running 4 campaigns. You expect him to know what every character in every campaign uses for a weapon so he can give us appropriate gear? He's got enough to do without that bookkeeping.
No issues with masteries them selves, only the part that you magically forget how to use a mastery for an entire day
It's not magic. You just fall out of practice because you spent all your time that morning practicing with something else. Its a pretty common phenomenon. If you don't use a thing regularly, you won't be as good with it.
That is too much catering to the player. There has to be choices you make and deal with it. If a DM wants to be nice and give magic weapons you are a master in, fine, but if you get stuck with random weapon you are not a master at, fine too.
Catering to the players? I guess it would be a real shame if the players had fun making the character they want. My DM is currently running 4 campaigns. You expect him to know what every character in every campaign uses for a weapon so he can give us appropriate gear? He's got enough to do without that bookkeeping.
No issues with masteries them selves, only the part that you magically forget how to use a mastery for an entire day
It's not magic. You just fall out of practice because you spent all your time that morning practicing with something else. Its a pretty common phenomenon. If you don't use a thing regularly, you won't be as good with it.
This makes very little sense. You dont forget something you have mastered just because you train a different weapon and a person cant pick up mastery in a day either. I hope the designers change this. There is no reason a character cant change his Mastery but it should happen between adventures in the off time by using Training Rules. Let the Weapon Masteries represent real Mastery and player choice. This doesnt mean the choice needs to be permanent but the way its implemented doesnt represent a fighters mastery that took many years to learn. I dislike the current Man at Arms and player pandering approach and find it to 'Gamey' for my tastes in rpg.
That is too much catering to the player. There has to be choices you make and deal with it. If a DM wants to be nice and give magic weapons you are a master in, fine, but if you get stuck with random weapon you are not a master at, fine too.
Catering to the players? I guess it would be a real shame if the players had fun making the character they want. My DM is currently running 4 campaigns. You expect him to know what every character in every campaign uses for a weapon so he can give us appropriate gear? He's got enough to do without that bookkeeping.
No issues with masteries them selves, only the part that you magically forget how to use a mastery for an entire day
It's not magic. You just fall out of practice because you spent all your time that morning practicing with something else. Its a pretty common phenomenon. If you don't use a thing regularly, you won't be as good with it.
This makes no sense. You dont forget something you have mastered just because you train a different weapon and a person cant pick up mastery in a day either.
The time frame of one day may be unrealistic, but professional athletes (which might be a fairly equivalent comparison to D&D adventurers) train every day to hone their skills and keep them sharp. The masteries represent an extra bit of skill on top of all the proficiency that they have (far beyond regular commoners) with the weapons. A martial character is still super good at swinging a sword even before the mastery is added on top. For a more personal example, I'm reasonably good at some fairly complicated yo-yo tricks, but if I haven't done a specific trick in a couple of days, I am rusty and am much less likely to complete the trick successfully.
This makes no sense. You dont forget something you have mastered just because you train a different weapon and a person cant pick up mastery in a day either.
It makes as much sense as recovering from near-fatal wounds in a single night's rest. If it's a problem, I suggest switching to gritty realism.
Yep in my game people roll 1hit die during a short rest, with the help of a proficient medic 2 hit die, 1st max.
Gritty realism means it takes 8 hours to complete a short rest and a week to complete a long rest. If you played by those rule then it would take a week to switch out a mastery.
I dont believe Mastery rules mention anything about how much you heal, just time. Also, I would not use those absurd rules that you forget how to use a mastery weapon. I like the mastery rules, just not the switching part. In my game I will let people pick their 2 masteries at 1st lvl and they know it, and will let them pick another mastery maybe every 5 lvls
Question. Has anyone found anything about Mastery properties for Unarmed? With Unarmed Fighting Style, fighters who specialize as breakers are kind of cheated, otherwise.
Currently playing fighter with this style, tavern brawler, and expertise in Athletics which I will convert to the Grappled feat.
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A big reason for the Weapon Mastery system was to make otherwise identical weapons become distinct. There was no reason somebody would want a glaive instead of a halberd in 5e. This "obvious solution" completely removes that aspect. What you say makes weapons more "customizable," others (including me) say makes weapons indistinct and identical. I don't see why being "customizable" is really a virtue in this situation.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I am not sure about that as lets say the mastery you learn is trip, Halberd might be a valid weapon for it but glaive isn't. If each weapon had 3-4 masteries it could do they would still feel distinct.
Personally I'd want them to add one mastery that all weapons do, bigger bonk and all martials got it free when they picked a weapon mastery. Build in a reason why you don't trip on literally every single swing.
"Whenever you finish a Long Rest, you can
change the kinds of weapons you chose. For
example, you could switch to using the Mastery
properties of Scimitars and Shortswords"
I am assuming this is referring to Weapon Masteries you already know, but this text fails to mention it?
What do you mean "you already know?" You can choose any of the Masteries. If you could only learn Masteries you already know, that wouldn't really be learning, would it?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
that's text from UA6 Ranger's "Weapon Mastery" feature, right? it just says weapons masteries for weapons "with which you have proficiency," and leaves it open. we can understand from this that you get a number of masteries (two in this case) and those are the only ones we can activate in combat. as of UA7 i don't see any weapons that have two or more masteries standard, so you'd have to switch weapons to use a different mastery. like drop your 'slow' mastery longbow to draw a 'sap' mastery longsword.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Oh, so a 1st lvl Rogue can utilize mastery on 2 weapons that he is proficient in, at the end of a long rest....I tell you, why are they making mundane and sensible complicated. You learned to master a weapon, why are you switching and forgetting what you already learned for 1 day. Its knowledge, its not magic.
Just let people pick 2 weapons to master at 1st lvl, and thats it. Give them another weapon to master every 5 lvls or something, without, Oh I forgot how to be a master of a short bow today, I will remember tomorrow
Because you might pick a warhammer to master, but the DM then gives a magic longsword. So you can then switch out to the new weapon. That’s my impression, at least.
I think the idea of picking Masteries should just go away entirely. You should just be able to use the Mastery of any weapon that fits the criteria. It wouldn't really change much, since you can already change them out on a long rest, it just simplifies things and removes the necessity to decide your Masteries each rest.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
That is too much catering to the player. There has to be choices you make and deal with it. If a DM wants to be nice and give magic weapons you are a master in, fine, but if you get stuck with random weapon you are not a master at, fine too.
No issues with masteries them selves, only the part that you magically forget how to use a mastery for an entire day
Catering to the players? I guess it would be a real shame if the players had fun making the character they want. My DM is currently running 4 campaigns. You expect him to know what every character in every campaign uses for a weapon so he can give us appropriate gear? He's got enough to do without that bookkeeping.
It's not magic. You just fall out of practice because you spent all your time that morning practicing with something else. Its a pretty common phenomenon. If you don't use a thing regularly, you won't be as good with it.
This makes very little sense. You dont forget something you have mastered just because you train a different weapon and a person cant pick up mastery in a day either. I hope the designers change this. There is no reason a character cant change his Mastery but it should happen between adventures in the off time by using Training Rules. Let the Weapon Masteries represent real Mastery and player choice. This doesnt mean the choice needs to be permanent but the way its implemented doesnt represent a fighters mastery that took many years to learn. I dislike the current Man at Arms and player pandering approach and find it to 'Gamey' for my tastes in rpg.
The time frame of one day may be unrealistic, but professional athletes (which might be a fairly equivalent comparison to D&D adventurers) train every day to hone their skills and keep them sharp. The masteries represent an extra bit of skill on top of all the proficiency that they have (far beyond regular commoners) with the weapons. A martial character is still super good at swinging a sword even before the mastery is added on top. For a more personal example, I'm reasonably good at some fairly complicated yo-yo tricks, but if I haven't done a specific trick in a couple of days, I am rusty and am much less likely to complete the trick successfully.
It makes as much sense as recovering from near-fatal wounds in a single night's rest. If it's a problem, I suggest switching to gritty realism.
Yep in my game people roll 1hit die during a short rest, with the help of a proficient medic 2 hit die, 1st max.
Gritty realism means it takes 8 hours to complete a short rest and a week to complete a long rest. If you played by those rule then it would take a week to switch out a mastery.
I dont believe Mastery rules mention anything about how much you heal, just time. Also, I would not use those absurd rules that you forget how to use a mastery weapon. I like the mastery rules, just not the switching part. In my game I will let people pick their 2 masteries at 1st lvl and they know it, and will let them pick another mastery maybe every 5 lvls
Switching is tied to long rests, so anything that restricts long rests also makes switching harder.
What? restricting long rest? Sure if my homebrew was to somehow cross paths with the current UA rules there might be as restriction to a long rest...
Question. Has anyone found anything about Mastery properties for Unarmed? With Unarmed Fighting Style, fighters who specialize as breakers are kind of cheated, otherwise.
Currently playing fighter with this style, tavern brawler, and expertise in Athletics which I will convert to the Grappled feat.