6 months ago ::
Dec 16, 2012 - 11:57PM
Mar 30, 2007
Speaking of Weapon Mastery, here's a new thought for distinguishing weapons from each other.
I wonder if proficiency bonuses (similar but not identical to 4th edition) could be implemented into 5th edition, but rather than originating with each weapon, they would be selectively obtained by each character through 'mastery'.
Right now, most classes begin with a +2 or +3 Weapon Attack (or Magic Attack) at 1st level, which feels kind of contrived for a character starting out at 1st level. What if instead that bonus could only be achieved through specialization? Hear me out.
Right now, these are the current Weapon and Magic Attack bonuses for the five play-test classes at 1st level:
Weapon Attack / Magic Attack
Cleric +2 / +2
Rogue +2 / —
Monk +3 / —
Figther +3 / —
Wizard +2 / +3
These values would all fall to the following benchmarks at 1st level...
Weapon Attack / Magic Attack
Cleric +0 / +0
Rogue +0 / —
Monk +1 / —
Fighter +1 / —
Wizard +0 / +1
From there, every character would be given two Weapon Mastery choices at 1st level.
A character could master one or two of their proficient Weapon Groups (for example, Basic Weapons, Simple Missile Weapons, etcetera) or could master a unique group of weapons or a singular weapon within their class proficiencies. This level of mastery would grant a +1 Weapon Attack bonus with that chosen group.
Next, a character can either master a different Weapon Group or one 'Group' of weapons (for example, Axes, Swords, etcetera) within their existing mastery. This level of mastery either grants another +1 Weapon Attack bonus to a different Weapon Group or an additional +1 Weapon Attack bonus to a 'Group' of weapons within an existing mastery.
For example, a cleric could choose a +1 Weapon Attack bonus with all Basic Weapons and a +1 Weapon Attack bonus with all Simple Missile Weapons (OR) a +1 Weapon Attack bonus with all Basic Weapons and a +2 Weapon Attack bonus (1 +1) specifically with Maces from the Basic Weapon Group.
To give another example, a Monk is not proficient with any Weapon Group (per se), but could could master all Monk weapons for a +1 Weapon Attack bonus (including their 'Way of the Fist' unarmed strike as a finesse weapon). The Monk could then master 'Unarmed' as a Group of weapons for their next level of mastery, granting a +2 Weapon Attack bonus specifically with Unarmed attacks.
As another option, a character could also master a Weapon Group with which they are not proficient, but doing so *would not* grant a +1 Weapon Attack bonus with that Weapon Group. The character would merely be considered proficient with that Weapon Group.
Alternatively, a character could master a 'Group' of weapons within a non-proficient Weapon Group (for example, a monk choosing Spears from the Heavy Weapons group) and receive the +1 Weapon Attack bonus with those weapons (specifically the Glaive, Lance, Longspear, and Halberd). Such a character could then master one particular weapon from that Group of weapons (let's say the Longspear), granting a +2 Weapon Attack bonus exclusively with Longspears.
5 months ago ::
Jan 04, 2013 - 8:12PM
Something that I really did like in 4th ed was that groups of weapons really did have a "feel", esp for fighters. Certain manouvers got a bit of extra "oomph" when using particular weapons, and certain feets let you improve certain weapons. I seem to remember a pre release statenent that an axe fighter and a spear fighter would "feel" different, esp at higher levels, and I think it worked really well. As much as I like the general MDD mechanic, it does have the effect of making the weapon more or less irelavent at lvl8+, since once you have more than 4d6+5 the difference between your 1d4 knife and your 1d10 greatsword vanishes into your standard deviation from the d6s. I don't necissarily want one weapon to be "better" just want them to feel different, like maces exceling at ongoing damage, or axes hitting a little harder from sturdy characters, or swords having an edge in exploiting openings.