How to FIX Weapon Mastery in 2024 D&D 5.5

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  • Опубликовано: 26 окт 2024

Комментарии • 39

  • @wizardsling
    @wizardsling  7 дней назад +1

    Get the GAMEMASTERS COMPENDIUM OF EXPLOSIVE CREATION here: www.drivethrurpg.com/en/product/484612/game-master-s-compendium-of-explosive-creation?affiliate_id=2922327

  • @CalebWillden
    @CalebWillden 6 дней назад +1

    I like the proposed change to Cleave! Sounds very slick.

  • @russellharrell2747
    @russellharrell2747 7 дней назад +4

    I’m just happy that the Trident isn’t just a more expensive spear.

  • @007ohboy
    @007ohboy 7 дней назад +5

    My suggestion for Sap is leave it alone. Adjust your encounters to the new tools instead of banning the new tools. Bans are usually shortsighted.
    The meta is people using these weapon masteries. I play 4 tables and none of them ban spells or weapon masteries....well except 1 table bans Silvery Barbs (not really a DnD spell but meh) and all of them ban Conjure Minor Elementals because we ALL know it's dumb. It's so obvious. 😅
    Sap is not that powerful at all. I wish my Bladesinger Monk could fit in Sap for her longsword. So that right there let's you know it COSTS something to get these weapon masteries. Whether that's a dip into martial classes or taking a whole feat, it ain't free.
    It only affects one attack and if a fighter were to spread out his attacks to give multiple creatures disadvantage on their first attacks, good. It's a trade off. He's not focus damaging and killing, his damage is more akin to an AOE.
    There are several ways to get disadvantage on ALL attacks,let's alone have to gain it through hitting a creature and then only getting disadvantage on one incoming attack.
    My bladesinger Monk can just BA Dodge and then make 3 weapon attacks while hasted - one of those being a Booming Blade. Sap is OK at best.
    Weapon masteries will open up different playstyles. We will.have less PA Sentinel warriors and more Duel Wielding Drizzts. Do not ban Nick. You are making Duelweilding less appealing, which is a darn shame. I have hope for you! 😊

    • @eldoriath1
      @eldoriath1 5 дней назад +1

      I agree with you, especially about not banning Nick. Feels unfair to ban the guy just for being popular!

  • @dario5178
    @dario5178 7 дней назад +3

    I'm giving weapon mastery features to special weapons that aren't magical, sort of bridges the gap between regular and magic weapons.

    • @russellharrell2747
      @russellharrell2747 7 дней назад

      There could be varying degrees of mundane and magical weapons, like weapons that allow the mastery properties normally allowed for that weapon if you are proficient, but merely give proficiency if you lack it. or special weapons with different mastery properties than normal. Or weapons with multiple mastery properties.

    • @wizardsling
      @wizardsling  7 дней назад

      that's an interesting take. let me know how it goes!

  • @guamae
    @guamae 7 дней назад +2

    Nick Property isn't a big deal if you use it as intended, and block Weapon Juggling...
    I kind of like the idea of being able to get a Feat to have 4 attacks per round also.

  • @Lrbearclaw
    @Lrbearclaw 7 дней назад +2

    I like the Masteries... if paired with BG3's special weapon attacks. (Like Lacerate being a BA and deals damage and adds Bleed on a failed CON save.)
    Edit: Also, Unarmed Strikes should have Push. Yeah. I said it.

    • @wizardsling
      @wizardsling  7 дней назад +2

      totes agree we should all steal more stuff from BG3, in general

    • @GIxJ0SE
      @GIxJ0SE 7 дней назад

      Exactly I feel that the Weapon actions from BG3 are better than the masteries

  • @ToesToJesus
    @ToesToJesus 7 дней назад +2

    I personally recommend Tales of the Valiant rules. If your proficient with this weapon, you can do these maneuvers with it. No need for a feat. For fighters, it's a bonus action to do the whatever with the weapon...riposte (add proficiency bonus to ac), disarm, pin, what have you. For all others, it becomes your action with the weapon to use the special. Simple. Do specials slow play a bit? At first, I would say, yes. However, once players start remembering what they can do with their weapons, it becomes faster for all concerned.

  • @Numbers257
    @Numbers257 5 дней назад

    Before saying anything, your video was really good and included interesting changes to some of the Weapon Masteries. For my games, I'm still using the 2014 rules with some house rules. When I was adapting the Fighter to my games, I looked over the weapon masteries myself, and after researching opinions from others such as Treantmonk Temple during the OneD&D playtest, I ended up adjusting some of them.
    For Cleave, I might consider your change, but one of the interesting topics brought up during the playtest from Treantmonk Temple is that the damage potential for it is not that great in general, admittedly since it is highly dependent on positioning (which, if your encounters have enemies with bad positioning, that's a different story). When I was allowed to use it once as a player, I realized with my DM brain that I ended up using it often, but it was because it truly ends up calling out how a DM positions creatures during an encounter, so creatures tended to fall into cleave's parameters with the DM I played with. If it were for my games with your changes, I'd just let it be a weapon damage dice roll like the original just so there's some rolling going for the players instead of math. Your change does streamline the attack roll process though while also allowing players the chance to hit more easily with it arguably. If you keep the half damage in your games though, figure out if it's rounded up or down since I find that to be something most people tend to forget about.
    I kept the Flex weapon mastery from playtests and made it more interesting with its benefit of the versatile property. I essentially allowed for the weapon to give you a +1 AC when wielding it one-handed and +2 AC when held two-handed since that's one of the bigger detriments when utilizing the versatile property on a weapon (i.e., giving up the AC of a shield).
    I wouldn't necessarily ban Nick in my opinion. In my campaign, one house rule does what Nick already does, so TWF is not that annoying for the players that go for it (excluding Monks to avoid abuse). Because of how it conflicted with the house rule, the change I came up with was that it'd provide a +2 damage bonus to the weapon and if the same weapon was being used for TWF, then it'd be a +3 damage bonus. It sounds like a lot, but when you look at the weapon tables, Nick is specifically given to the lowest damage die light weapons (1d4 or 1d6). So, all in all, I believe it to be inconsequential compared to the players who use Greatswords, for example, or even the Archery Fighting Style.
    The main thing I don't like about the idea for Push is that it is solely limited to large or smaller creatures when spells or magic items can enlarge you, so I replaced the text with "if it is no more than one size larger than you" to allow for such occasions.
    As another commenter mentioned, Sap isn't that big of a deal mainly because it is only one attack. This means it'll primarily be effective in Tier 1 play where not all creatures have Multiattack, but everywhere else, it is just a nice added bonus when you use a Flail or Morningstar (or when 2024 Fighters reach 9th level and get Tactical Master). Keeping it as written is fine in my eyes, especially when the only way to maximize its use is if players do not single-target an enemy.
    Slow, on the other hand, is a seriously swingy weapon mastery as RPGBot discussed one time in his podcasts since certain builds can really just lock down any enemy once they get it going. I only found it weird that they mentioned dealing damage and removed that text from my games since it's just a weird unnecessary parameter to add to it in my eyes and helps lessen the text description.
    I also dislike Topple as written just because of the saving throw, and I think your change is good and is almost exactly what I did but without the size limitation and instead the ability for it to proc on a crit. However, your version ends up making it more complicated arguably since it becomes an issue of how you would even describe that in its description and trying to apply it in the game all the time. Keeping the way you mentioned for the same size and also including the crits would be fine in my eyes. Plus, hitting above their AC by 5 does not seem problematic as a universal parameter in my eyes, as ACs of creatures or different-sized creatures tend to grow in amount. Although, seeing it in action is the real thing to look at regardless of anything, so playtesting is kinda necessary lol.
    If you're curious about how I wrote them out for my games, I can send over their descriptions or something. Much of 2024 D&D has a lot of peeves in it in my opinion, so I didn't want to run it for my games. But Weapon Masteries was one of the cooler inclusions in my mind, though with their own small little issues.

  • @007ohboy
    @007ohboy 7 дней назад +2

    We've barely played with these awesome abilities and then here come the homebrewers to modify everything... 😂😅
    If you want to speed up combat, I suggest players study their abilities, roll damage + attacks rolls at the same time, think about what you're doing before your turn.
    Less OOC chatter and more IC descriptions along with speedy rolls without all the "did I hit" each time you roll makes the game snappy.
    I have a Hellfire Sorlock that can make 8 attacks, 6 from EB quickened and 2 from a Summoned Erinyes. I can make all those attacks with damage, total them all up and give a detailed description of what my character does and how cool he looks all in 1 minute. Strive for 1 minute turns and you don't need to modify cleave. 😊

    • @wizardsling
      @wizardsling  7 дней назад +1

      If you had Illusionist's Bracers you could make your BA EBs without having to spend the sorcery points

    • @matthewsnow3074
      @matthewsnow3074 7 дней назад +2

      You aren't wrong. The biggest slowdown to combat in RPGs is players not understanding how their characters work or DMs not reading monsters before using them.

    • @007ohboy
      @007ohboy 7 дней назад

      @wizardsling Did not know that...maybe a good low level item to snag
      I have no Magic Slot for that at higher levels. Staff of Power + Amulent of Health is way too good for Holding Concentration, and then no Sorlock in their right mind would be caught dead without a Bloodwell Vial.
      Then we start looking for those +1 and up Shield and Armor. And mix that with the Shield Spell. Thats how you magic item and become a power hungry LE Cultist of Fierna. 😈 🦹‍♀️ 👿 🖤 😀

  • @fluffy_walrus
    @fluffy_walrus 4 дня назад

    Honestly, I often simplify it by making any mastery requiring a save instead take effect if the player rolls higher than the enemy AC by 3. I do use a similar cleave rule as noted in the vudeo, too, to streamline. None of it breaks the game because even with masteries (certainly no more than having 5 or fewer combats per long rest boosts casters), martials lag well behind in power.

  • @MrMuddyWheels
    @MrMuddyWheels 7 дней назад +1

    I think your Topple change would adds more time

  • @007ohboy
    @007ohboy 7 дней назад +4

    Wow! Really? You just banned the Nick property. The players at my table would riot if you were the DM. 😅😂
    This is how Nick works with Duelwielder/Light Property and was confirmed by the big JC in the sky, Jeremy Crawford.
    Anyone can pick up 2 light weapons, make an attack and then a BA attack.
    Nick says, let's take that BA attack and just make it a part of your main attacks, leaving that red-hot BA open for other stuff.
    Now we have Duelweilder. This feat also gives you yet another BA attack as long as the weapon isnt a 2 hander. See where this is going?
    Light Property gives you a BA attack.
    Duelweilder also gives you a BA attack.
    So you have two BA attacks possible but only one BA to spend. So that's the beauty of Nick, it's transferring one of those BA attacks to the main attacks leaving that's second Duelweilder BA attack left to be used on the BA.
    So here the attacks go RAI:
    Shortsword Vex - Advantage on next attack if it hits
    Shortsword Vex - multi attack (5th lv)
    Dagger - Nick
    That's my Action, on my BA
    Duelwielder - Short Sword Vex
    That's 4 attacks. That's completely 💯 RAW/RAI. 😊

    • @GIxJ0SE
      @GIxJ0SE 7 дней назад

      Nick makes you do more record keeping than the 2014 version which was TWF and Dual weilder feat simple easy to keep track of and not the NEED for a Light weapon otherwise it doesn't work. IMO TWF should already let you multi-attack and getting Dual Weilder should just return as normal, Nick should be changed its not needed

    • @007ohboy
      @007ohboy 6 дней назад +1

      @GIxJ0SE Duel Wielding two long swords is impractical and not smart. Any time we see Duel Wielding, it's using two shorter blades or one that is shorter than the other. So 2024 is just more historically accurate and caring of weapon physics.
      Your 2014 version blows compared to my 2024 version and the players have ultimately praised the new weapon masteries.
      Back in the day you could only Attack and then BA Attack. With Nick we get an extra attack. You can still wield a long sword and scimitar/short sword/dagger. Duel Wielder 2024 allows you to make another Attack with ANY weapon that lacks the 2 handed property. So you don't only have to Duel wield two shorter blades.
      And record keeping? Bro, it's not rocket science. You just take what was to be a BA strike and just shove it over into the action.
      So you can totally
      Short sword
      Short sword (multi)
      Dagger Nick - Stow Dagger
      BA from Duel Wielder - Pull out Longsword/Warhammer
      My companions and I have no issues figuring out how our attacks work and the DM knows it as well. Not sure what the issue is. 🤔

    • @GIxJ0SE
      @GIxJ0SE 6 дней назад

      @007ohboy IT still takes away player choice what if I don't want a to weild a light weapon huh? If I want to Mauls or BattleAxes it's ruins the rule of cool and forces you to play a certain way. Nick doesn't add anything because your already adding the damage to the initial attack not granting an extra attack you only roll once and add both damages. It shouldn't be like that because TWF should by default give you that already, sure Nick can give you the ability to make a bonus action attack and THEN Dual weild should revert back to the +1 AC and you can use any weapon. Like I said their just dividing up welding two weapons even more so that you have to keep track of all the turns your alloted and it makes the game slow down because instead of 2 things you know you can do you now have three things you gotta keep track of. IMO it's not needed in the first place

    • @GIxJ0SE
      @GIxJ0SE 6 дней назад

      @007ohboy and another thing there are only 4 weapons with the nick property and of those 3 of the do the same 1d4 damage the scimitar is 1d6 so like I stated your doing less DPR already than getting dual welding with literally any other weapon, the entire list is not balanced as a whole with masterys anyway

    • @007ohboy
      @007ohboy 6 дней назад

      @GIxJ0SE Once again, I don't know what you are talking about.
      2014 with multi attack + Duel Weilder = 3 attacks.
      2024 same setup but now you get = 4 attacks
      And we aren't even factoring in things like Vex which pretty much doubles your success rate to land a hit.
      2024 Duel Wielder would eat 2014 Duel Wielder for breakfast.
      And....boo hoo? You at least need a light weapon to Duel Wield. (Stares in Artemis Entrerie and Drizzt Do Urden)
      One used a Longsword + dagger
      The other used two scimitars
      I want to be able to shoot 10 arrows from my bow each attack but then I remember how dumb that would be and I STFU about my issues with Longbows not being able to fire off 10 arrows per attack.

  • @DevilsFourString
    @DevilsFourString 6 дней назад

    Banning any Mastery feels like a huge overreaction to me, especially Sap.
    With Nick, there are abuses possible, but like, talk to your table about those corner cases and how they'll be dealt with (especially drawing and stowing)
    Sap is not remotely broken. As you've pointed out, there are so many situations where it won't really shut down an opponent (multiattack, spells, other save based abilities). I also cant see Sap making things take longer at the table than your revised versions of Cleave and Topple. Like those you just have to remeber how they work, no additional steps.
    Cleave and Topple, I like the soutions for streamlining play. Fewer rolls can definitely help.

  • @russellharrell2747
    @russellharrell2747 7 дней назад

    And the fact that Whips don’t Topple is a crime.
    I’d like to see a more simplified version of weapon mastery that allows use of a mastery property, but restricted to the choice of a specific weapon. Like, choosing Nick, but also having to choose one Light weapon to use it with. If you have multiple weapon master use you can choose, say, Nick and vex, and either choose two separate weapons for each or use both properties with the same weapon. (Only one per attack though?)
    Just a thought.

    • @GIxJ0SE
      @GIxJ0SE 7 дней назад

      IMO Weapon Masteries should be either tied to weapon categories, simple polearms,blades, & martial counterparts. Or you should be able to choose 2 and put them on any weapon you want like a perk system, but then you get min-maxers and meta 🤷‍♂️

  • @TwinSteel
    @TwinSteel 7 дней назад +6

    🥳🫂👍🏿
    Weapon masteries… more like weapon… disasteries? I don’t know - it’s Sunday morning - I’m trying my best

  • @talscorner3696
    @talscorner3696 7 дней назад

    Weapon mastery, imo, is a mechanical solution to a narrative problem and, therefore, one that will do, at best, not better than a bandaid

    • @wizardsling
      @wizardsling  7 дней назад

      congratulations on using six commas in a single sentence. that's impressive :)

    • @talscorner3696
      @talscorner3696 7 дней назад

      I studied Cicero and Lysias in high-school.
      Six commas is... restrained, on my usual xD
      I only used one incidental, too. That was restrained as well.

  • @benjaminholcomb9478
    @benjaminholcomb9478 7 дней назад

    I was initially interested when I heard they were adding more weapon properties. Then I realized that they just convolute things.

  • @Xplora213
    @Xplora213 6 дней назад

    LOL hell no. Weapon specialisation is something I’m taking out of the OSR ad&d game I’m running. All this crap is just more cheese on a cheese and butter pizza.
    The idea of giving these features to magic weapons is a damn good idea, because you can take that away and grant it when convenient. It’s not a permanent bogged down problem.