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One D&D Playtest Review: Weapon Mastery 

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MONSTERS OF DRAKKENHEIM is 300+ pages of eldritch horror inspired monsters for 5e by the Dungeon Dudes! Coming to Kickstarter March 26th, 2024: www.kickstarter.com/projects/... We take a look at weapon mastery, how it works, how to get it, and if we think it's a good addition to the game.
This video is SPONSORED by Yubi's Adventure! Check it out here: www.kickstarter.com/projects/...
TIME STAMPS
0:00 - Sponsor
1:06 - Intro
2:06 - What Are Weapon Masteries?
5:06 - Cleave
7:39 - Flex
10:19 - Graze
12:07 - Nick
15:00 - Push
18:12 - Sap
20:08 - Slow
21:43 - Topple
23:40 - Vex
26:33 - Our Thoughts
30:42 - Gaining Weapon Mastery
31:48 - Using Weapon Mastery
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21 июл 2024

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Комментарии : 1,2 тыс.   
@lukesandadordoceu4835
@lukesandadordoceu4835 Год назад
YES!!! DIFFERENT SHIELDS, PLEASE. We don't exactly need shield/armor maneuvers, but different shields with different AC bonuses, STR requirements and limitations would be awesome. Example: buckler, +1 to AC, can still perform somatic components of spells, low weight heater, +2 to AC, same as current regular shield, medium weight kite or tower, +3 to AC, requires STR 13 (or slows 10ft), heavy weight pavise, +5 to AC, requires STR 15 and 2 hands to hold up, very heavy
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
And maybe make Horses/mounts good... They suck in 5e. Horses can make a Kite Shield much feasible to use since historically, it was used that way. Although, I wouldn't add in -10 ft on Move when your next shield doesn't impose a similar movement restriction.
@cueball6969
@cueball6969 Год назад
I like this idea They're all completely different, to the point where you actively think about which you should use
@Blade_291
@Blade_291 Год назад
Having used a kite shield in re-enactment, specifically foot combat, it's the same as a heater. Maybe bonus to mounted. The tower shield is +3 on its own, and +5 when used in formation (think Roman scutum) Pavies is +3 while held 3/4 cover when stuck into the ground.
@lukesandadordoceu4835
@lukesandadordoceu4835 Год назад
@@absolstoryoffiction6615 the STR requirement for any armor means a -10ft to speed, I was just remembering anyone who needed it. You can still use the shield with lower STR, but you’ll be slow af
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
@@lukesandadordoceu4835 I see... I thought -10ft to Move was along with the kite shield despite having enough STR for it.
@arkron81
@arkron81 Год назад
Regarding Graze, I think one upside of that is that it's actually kinda good against spellcasters. Because even if they use shield to armor themselves up and avoid your attack, you're still dealing damage to them, and still forcing them to make concentration checks if they're concentrating on something. Graze is a good way to consistently force those pesky mages to keep from dropping their concentrations on Banishment, for example.
@gridlock489
@gridlock489 Год назад
One idea on my mind to improve Flex is giving the choice of Slashing/Bludgeoning/Piercing damage for each attack. It’d make sense for a master fighter to be able to use a long sword in each of these manners. Even if the core dice increase is small, you still get versatility from these… Versatile weapons
@_fedmar_
@_fedmar_ Год назад
Yea, Just hit them with the pommel 😂
@MM-lv7iy
@MM-lv7iy Год назад
That still feels underpowered though, because the difference between those damage types is minuscule except in the most specific of cases (skeletons being the most obvious). Granted, the feats boosting physical damage types exist, but that would only benefit the fighter with their extra ASIs, leaving the ranger and fighter-adjacent subclasses with little to work with.
@PandaKnightsFightingDragons
Damage type doesn't matter often enough for this to be a worthwhile change
@ElJefeRules
@ElJefeRules Год назад
@@_fedmar_ Half-sword technique.
@qkeith5071
@qkeith5071 Год назад
Compatible with 5th Edition Rules. This is new D&D...think I was will just stay with 5th Edition and what games come out from the OG Authors....paying WOTC and Hasbro for a new version of D&D, where does end....well 19 years from now we got 7 Edition D&D...go figure.
@lukesandadordoceu4835
@lukesandadordoceu4835 Год назад
I love the different visuals of different martials wielding different weapons and/or shield combinations actually have good difference now
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Sadly... Given the Fighter UA... You'll just have 1, 2, or 3 Weapon Mysteries from Fighter Class and Feat. Compared to Sorcerers or Fighter/Sorc who are much better in every way.
@andrewdowning6520
@andrewdowning6520 Год назад
​@Absol StoryofFiction fighters can change one of thoer masteries after a long rest.
@abrahamarciga3334
@abrahamarciga3334 Год назад
One dnd just made the heavy crossbow into a 50 caliber rifle
@PandaKnightsFightingDragons
Makes me actually want to use it until I remember that the Handcrossbow is still just better :/
@seymourfields3613
@seymourfields3613 Год назад
Make it STR based so low DEX paladins, barbarians, and fighters can use it as a ranged option
@gloryrod86
@gloryrod86 Год назад
It's actually sweet
@fluffydragon1525
@fluffydragon1525 Год назад
Just made the assassin/gloom stalker build that much more powerful
@karatekoala4270
@karatekoala4270 Год назад
I'm so excited cause I just made a fighter that focuses on the heavy crossbow.
@TheMountainLynx
@TheMountainLynx Год назад
Since we already saw the direction they were leaning toward for the Rogue in a previous UA, I would imagine Weapon Mastery would end up in one of their combat focused subclasses, like Assassin or Swashbuckler. I could see the same for the War Domain Cleric and Hexblade Warlock.
@MoutainMannPro
@MoutainMannPro Год назад
I feel like all rogues should at least get to have dagger mastery
@delix
@delix Год назад
I could see them getting it for finesse weapons at least
@Trial88
@Trial88 Год назад
I doubt the rogue will get it. They’ve given every class significant buffs, but have only nerfed the rogue.
@delix
@delix Год назад
@@Trial88 I think they’ll be redoing most of the classes a few times over at least before making any of it official. Rogue is likely to get at least another pass
@Wraith_Shiryu
@Wraith_Shiryu Год назад
​@Korto And you honestly trust WoTc at this point when they stated they don't care about our feedback. It's clear with rogues they don't want them to be good. Just look at ranger and bard in the "Expert" classes. Why would you pick a rogue over them?
@TreantmonksTemple
@TreantmonksTemple Год назад
Great video guys, really loved it! I'm playing a playtest barbarian and it's going to be the first time I've actually played flail and shield and it looks like the math is all solid and I'm super excited. Vex is really good but you might be overvaluing it. I've had conversations with mathematians on this one and because you don't get advantage on the first attack, and that attack has a higher chance to miss and not set up vex for the next attack, it really isn't quite as powerful as it initially appears. Flex definitely needs a boost. Finally, pie is superior to cake, sorry.
@Ramschat
@Ramschat Год назад
Vex does carry over to the next turn, and with elvish accuracy, once you've hit a boss, you'd keep hitting. It's only the very first hit they may take a few attacks
@christophersaczynski4790
@christophersaczynski4790 Год назад
Agreed. Great for boss fights, but for a standard enemy, you're going to be taking them down by the end of the second round, if not sooner, and you will have to set up vex again on a new target.
@Ox9707
@Ox9707 Год назад
I haven't thought about it before now... But pie may genuinely superior to cake. I struggle mightily to deny this.
@christophersaczynski4790
@christophersaczynski4790 Год назад
@Ox9707 but we can all agree, ice cream alone is strictly inferior
@hsuan2323
@hsuan2323 Год назад
best cake is cheese cake because cheese cake is pie.
@Still_Me
@Still_Me Год назад
8:19 Interesting to see that Warwick has been given the Flex mastery. He does deserve the extra point of damage, but I've always thought that he would be difficult to wield one-handed.
@Samcapasso
@Samcapasso Год назад
I'm a big fan of cake and I'm really glad we can finally bring this issue up. I feel like we have totally been ignoring this as a community and we really need to put more focus on cake as an essential element. Thanks Dungeon Dudes for raising awareness! Your bold stance here is really appreciated and I feel like I can finally openly say I like cake 🎂
@darkomen1290
@darkomen1290 Год назад
Great video! Very concise and held my attention. Also I agree with the sentiment that for sure the biggest enemy of martials in current 5e is needing fun alternatives to "i run up and swing" every single turn.
@fujin27
@fujin27 Год назад
I hope monks get to add these new weapons properties to their fists! It would be cool if they could topple or push with their punches.
@lostsoulman
@lostsoulman Год назад
I agree, topple, push very thematic
@fujin27
@fujin27 Год назад
Or like you could cleave with a roundhouse kick and whack 2 mooks in one attack.
@M_M_ODonnell
@M_M_ODonnell Год назад
Vex + Nick means I'll be playing a rapier-and-dagger fencing-master rogue/fighter multiclass at some point. Optimal? Possibly not. An excuse to put an enormous feather in a big hat, grow a curly moustache, and go full Musketeer? Definitely.
@Draelos
@Draelos Год назад
A Musketeer without a musket?
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Technically... Fighter (2) + Weapon Mastery Feat (1) = (3) Vex on Nick on Sap + Dual Wielder Feat... Even better. Don't touch Two Weapon Fighting Style unless you want DPR. Just go for another Fighting Style such as (5e) Defence or Unarmed Combat in cases that (OneDnD) you are unarmed when sheathing two weapons (Dual Wielder Feat).
@M_M_ODonnell
@M_M_ODonnell Год назад
@@absolstoryoffiction6615 That was the part about "not optimal" (from the munchkin side of things) and more focused on character concept instead.
@solarslinky7723
@solarslinky7723 Год назад
I like the additions they made to make weapons more interesting, but it definitely feels like it could go through a few more iterations to find a balanced and satisfying final product. I like the idea of adding maneuvers to martial characters with the exception of ranger and paladin. I feel that since those classes already get access to half casting that they could have access to spells that can fill the niche that maneuvers offer rather than offering them both spellcasting and maneuvers.
@fatgumthegoat
@fatgumthegoat Год назад
they aren't in the warrior group so they shouldn't get it unless a subclass gives it to them in the future
@Klaital1
@Klaital1 Год назад
@@fatgumthegoat The UA specified that the masteries will be added to some classes in expert and priest groups in a future UA. Paladin and Ranger are the obvious ones for that.
@fatgumthegoat
@fatgumthegoat Год назад
@@Klaital1 oh oof I didn't see the ua myself I saw a tldr and last I saw they were warrior exclusive
@chrisg8989
@chrisg8989 Год назад
Just off the top of my head for Shield Masteries... Small Shield (Buckler) +1 AC +5ft Speed *Gain Shield Strike* (Riposte-ish) When a creature makes a melee attack against you, you can use your reaction to make a melee weapon attack against the creature. Medium Shield (Kite/Round) +2 AC *Gain Shield Bash* (Shield Master-ish) If you take the Attack action on your turn, you can use a bonus action to try to shove/prone a creature within 5 feet of you with your shield. Heavy Shield (Tower) +3 AC -5ft speed *Gain Shield Charge* (Charger-ish) When you use your action to Dash, you can make one melee weapon attack or shove a creature. If you move at least 10 feet in a straight line as part of taking the dash action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Thoughts?
@Kaze_Saikuron
@Kaze_Saikuron Год назад
For small shield it makes no sense to move faster. Why am I moving faster with a shield then without?
@okayhellohihowyadoin
@okayhellohihowyadoin Год назад
Remove the speed gain for the small shield, the reaction attack is great on its own.
@chrisg8989
@chrisg8989 Год назад
@Michael H @Kazekitsune good point. 🤔 I wasn't sure if Reposte was enough. Since you are using a Reaction to do so and losing 1 AC.
@azraelbokor247
@azraelbokor247 Год назад
The charge doesn't make as much sense as the other two. Instead, something like a brace. As a reaction, you plant the shield down and prevent the half damage from a succeeded dex save, and halve the damage of a failed dex save. Maybe it works like the shield spell. You use your reaction to buff your ac. Or grant ac to an adjacent party member. Focusing on the defensive style of fighting, rather than an offensive style.
@chrisg8989
@chrisg8989 Год назад
@Azrael Bokor I like that idea.
@LoboDibujante
@LoboDibujante Год назад
I'd also love if they made the choice between bludgeoning, piercing and slashing damage matter somehow.
@ElJefeRules
@ElJefeRules Год назад
Vulnerability should be more prevalent in the Monster Manual.
@HeroesBosses
@HeroesBosses Год назад
It used to in 2e - chainmail offered more protection vs. slashing, and less protection vs. bludgeoning. It's a lot to keep track of though.
@morphingninja
@morphingninja Год назад
well, from looking at the weapons list and BY Default: - Bludgeoning weapons are the only weapons which can Sap, but they can't Cleave, Graze, or Vex. - Piercing weapons are the only which Vex, are most of the weapons which Slow and Push, but can't Cleave, Graze or Sap. - Slashing weapons are the only which Cleave and Graze, but can't Vex, Push, or Sap. The only Mastery features which damage types are each fully represented would be: - Flex (has Versatile weapons from each) - Nick (has Light weapons from each) - Slow (mostly dominated by ranged piercing but has representation by Whips, Clubs and the Sling) - Topple (has a "big" representative from each) (so the damage type of the weapon is kind of what put these weapons in a class when they didn't have a property like Light, Versatile, or Heavy) My thoughts: - Bludgeoning gets extra Damage from from STR (regardless of which stat attacking with, example usage: DEX Monk) - Piercing gets bonus to Attack roll from DEX (regardless of which stat attacking with, example usage: STR Fighter) - Slashing gets extra Damage from the opposite stat from which you are attacking with (rewarding a balance of power and precision). Essentially martial rewards for not dumping DEX or STR in a melee build.
@mrbeats7166
@mrbeats7166 Год назад
I have to say. This document did include some new rulings on drawing and stowing weapons. Which makes it much easier and not clunky. And the fantasy of a character swapping out weapons because of their different pros and cons is pretty intriguing. To me at least. Great video!
@cocoblondie759
@cocoblondie759 Год назад
That reaction attack from Sentinel when a nearby ally is targeted would be a very good platform to sneak an off-turn Sap in to protect your ally, or a topple/push if the enemy was charging them and used up most of their movement already. Sounds like a fun time for martials who want to protect the party
@10SentenceScience
@10SentenceScience Год назад
It is important to not see Vex as permanent advantage as there are several situations where the advantage isn’t there (your first attack, after you miss, once an opponent is dead). I also think great weapon master and sharpshooter have trained us to overvalue advantage, because we associate it with getting that extra 10 points of damage. I still think vex is good and may need a nerf, I just think we have to be aware that the we all have some inherent biases here conditioned into us by our time playing the current edition.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Vex is nice... But assuming, as a Fighter + Weapon Mastery Feat = 3 Weapon Masteries only... There are better options. Mainly Nick, Push, and Slow... For me. + Dual Wielder Feat... I can Push with a non Light non double handed Weapon then trigger Nick on my Short Sword for Slow in one Attack before Extra Attacks is taken. Battle field control is much better against creatures who are not Dragons and Health Sponges etc.
@Draelos
@Draelos Год назад
Very good point.
@lostsoulman
@lostsoulman Год назад
Truantmonk looked at the numbers. It would be better if all masteries were are good as the best ones.
@Draelos
@Draelos Год назад
@@lostsoulman Didn't Graze outperform the rest, even Vex, by a good margin in his analysis?
@lostsoulman
@lostsoulman Год назад
@@Draelos I don't recall, but vex wasn't too powerful.
@izunagi9064
@izunagi9064 Год назад
Maybe we need martial invocations? With stat requirements? Id think that be neat
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Invocation Style?... Yes. Stat requirements?... No. If Martials require Stats to use Core Features then every Class is now forced to do the same. It's not an improvement.
@izunagi9064
@izunagi9064 Год назад
@absolstoryoffiction6615 the only reason i was thinking of stat requirements that would help possible problems that could happen when multiclassing. Others being if you dex is a dump stat and the invocation had to do with being very accurate. Idk was just a thought. Probably better without
@dinosspanos7409
@dinosspanos7409 Год назад
This would be a really cool idea
@Helldragon789
@Helldragon789 Год назад
You know what needs to happen? They need to take their tail out of between their legs and give martials back the at-will skills they had in 4e. Then you can make a "spell list" for martials so when they release "Pippy pop's sticky notes of some stuff" they can give new stuff to the Arcane, Divine, Nature, AND MARTIAL spellbooks
@saeedrazavi4428
@saeedrazavi4428 Год назад
I'm so hype for PPSNoSS. Gonna be a great book
@KnicKnac
@KnicKnac Год назад
Nah. Leave the watered down weeb BS that started at the end of 3.5 out of the game.
@aurtosebaelheim5942
@aurtosebaelheim5942 Год назад
Looking through the 4e at-will fighter powers and I'm surprised how many of the weapon masteries are just lifted from there. Moreover, we already had the bones of it in place with abilities like Reckless Attack and the old Great Weapon Master feat. At the end of the day, the powers were just modifiers you applied to weapon attacks. If the formatting was unified and you could only use one on each attack (ie: no Reckless Attack + Great Weapon Master) then I think it could work pretty well. Going through a few specifics that could translate nicely: Brash Strike: 4e: +2 to hit, +Con to damage (on top of normal attack damage), target has combat advantage to hit you next turn. Conversion: This attack never has disadvantage. +Con to damage (on top of normal attack damage), target has advantage to hit you next turn. Similarly, Sure Strike, the other accurate basic attack could have "this attack never has disadvantage" to differentiate it from Reckless Attack. Maybe throw in "If this attack has advantage, instead, roll 3 times and take the higher result" if it's too weak. Crushing Surge: 4e: If you are trained in Endurance, gain temporary hp equal to your Con mod if you hit. Conversion: Grants temporary hp equal to your Con mod until the start of your next turn. Maybe too strong at low levels and too weak at high levels. Could probably do with some scaling. Footwork Lure: 4e: Shift 1 after making the attack and slide the target into the space you previously occupied. Conversion: Move 5ft. after making the attack and move the target into the space you occupied. None of this movement provokes attacks of opportunity. Grappling Strike: No conversion needed. Requires a free hand and automatically grapples the target until the end of your next turn. Resolute Shield: 4e: Requires a shield. Gain resistance equal to your Con mod to the target's attacks until the end of your next turn. Conversion: Requires a shield. Gain resistance to the target's attacks until the end of your next turn. Now, this is just looking at the fighter, which was (practically speaking) melee-locked in 4e. Ranger offers nothing of note. Its basic attacks were focussed on movement in an edition when you couldn't normally attack mid-move. A 5e Swashbuckler can basically do all the 4e Ranger at-wills. Rogue has a few toys: a low-damage attack that always triggers Sneak Attack; an attack that targets Dex save rather than AC; an attack that breaks grabs. Otherwise it's mostly more mobility, a bootleg Vex and an attack with a free Intimidate. Warlord almost exclusively has conditional damage buffs for allies attacking their target. The main point of interest is an attack that grants the target a free counterattack which then triggers a follow-up attack from one of your allies. None of these feel particularly "weeaboo fighting magic" to me (barring perhaps Crushing Surge, but that feels like Barbarian fighting magic and if you can't accept that you left D&D a long time ago). They all represent a grounded, believable fantasy while still giving martials some toys to play with.
@jacoboverstreet8553
@jacoboverstreet8553 Год назад
So in our game all martials get the full battle master subclass added to their character and half-casters gain half the number of maneuver dice. You’d be amazed at how not overpowered it is while adding a lot of needed versatility to those classes
@JJV7243
@JJV7243 Год назад
Gotta say - you brought up a lot of ideas that hadn't crossed my mind. Maintaining the "weapon of choice" fantasy and not having/wanting to switch weapons in combat really does support the concept of maneuvers for martials. Great points.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Coming from devil may cry and dark souls. I like Weapon Swapping instead of using one weapon all the time. But I also prefer if the Weapon Masteries are not tied to specific weapons.
@LydCal999
@LydCal999 Год назад
@@absolstoryoffiction6615 dark souls discourages weapon swapping by making you upgrade each weapon individually and making each individual weapon affect your carry weight. the only time i ever put more than one weapon on during a single fight is when i have a misericord in my back pocket for ripostes
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
@@LydCal999 Nope... Maybe for you but not for me. DS1 to Elden Ring. I'm usually sl400+ by then. Since I rarely PvP. And if I do PvP. I carry every weapon on me to mix it up. It's boring to stick with one weapon. Especially for invasions. And no... Weapon Swapping is a mechanic since Demon Souls. From Soft has made that clear for over 6 games already and in between patch notes of each game.
@LydCal999
@LydCal999 Год назад
@@absolstoryoffiction6615 im sorry, SL400 for what??? NG+5? Just because you play these games for a billion years and never stop leveling up doesn’t mean that’s a normal way to play the game lol. most people stop at 125 for the souls games and 150 in elden ring for NG just to keep some semblance of challenge in the game. even in NG+7 I’ve never gone above 200.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
@@LydCal999 That's a "you" thing. Just like how most DND players will never play at lv15+ campaigns. Sl125 and sl150 is the meta PvP bracket but it's by no means the only one.
@stevenmathews9355
@stevenmathews9355 Год назад
I've been saying for a while now that the Battle Master should just be part of the base Fighter class and then any other class or subclass that gets fighting styles or an extra attack (and also the Rogue) should get access to a couple maneuvers that they can pick (ie not just Monks, Paladins, etc. but also giving one or two to like Battle Smiths, Bladsingers, etc.) Either give them some Superiority dice or make the maneuvers act more like cantrips so that more people can use them. Also add a bunch more and then you can make certain requirements for some, like Eldritch Invocations. Like have a "ranged weapons only" or "heavy weapons only" or "simple weapons only" etc. Giving weapons cool things is kind of fun, but martials in general need a bigger buff and giving them more battlefield control or just increased options for things they can do on their turns that have more impact than just "I attack three times". But like they said, that's a whole overhaul for all martials and a bunch of other subclasses and so that's probably not going to happen. But it would be nice to see the martials get more power to try and keep up with the casters that are only getting more powerful.
@yiklongtay6029
@yiklongtay6029 Год назад
I also think that masteries as they are are stuck between a rock and a hard place. If you make them big and impactful, you need to give them time consuming mechanics like topple making enemies roll at every single attack. The alternative is a passive effect that doesn't contribute to your turn to turn decision making skills like sap Battle maneuvers limit the number of time consuming gimmicks with its resource pool and you need to actively decide when to use them instead of it being a passive.
@MageLeaderInc
@MageLeaderInc Год назад
The idea of someone carrying a large bag of weapons actually sounds awesome to me only because Terry Brooks has a character in one of his books named Jax who is a weapons master. That's literally what he does, is carry a bag full of different weapons and he fights people around the world using any weapon or multiple weapons, looking for someone that can actually defeat him.
@joeleek9976
@joeleek9976 Год назад
I like that Garrett Jax had a favorite stick in his bag of weapons that he would fight with.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
I just think of Devil May Cry and that's more exciting to me than sticking with the Long Sword all the time.
@Chaosmancer7
@Chaosmancer7 Год назад
Fair, but I'm also in the opposite camp, where it would be amazing to have a fighter use a glaive, and be so good with that weapon they can use it in six different ways. Because, right now, every attack feels the same, but if you watch a fight sequence, every attack is different
@zivosthrintolimgren3513
@zivosthrintolimgren3513 Год назад
Maneuvers, hm? Perhaps Wizards should re-examine the Tome of Battle. One of my favorite D&D books ever!👍👍👍
@DungeonDudes
@DungeonDudes Год назад
Same!
@zivosthrintolimgren3513
@zivosthrintolimgren3513 Год назад
@@DungeonDudes Additionally, while it has the distinct possibility to be game-breaking or im-balancing on certain classes, I sometimes feel as though certain sub-classes could do well with being baked into a base class as additional features. Examples include Champion for the Fighter, Thief for the Rogue and Hunter for the Ranger.
@MaMastoast
@MaMastoast Год назад
@@zivosthrintolimgren3513 I think the obvious choice is the battlemaster for the fighter. Martials need some choice and depth in their base class. I kinda hate that casters are the only ones who get to pick cool powers.
@andrewlewis2123
@andrewlewis2123 Год назад
I too love Tome of Battle to the moon and back; the idea of choosing a specific school of fighting, with a clear theme and tailored abilities, has inspired more than a few 5e characters. However, I think it works best as a splatbook, since 1) it basically turned martials into casters, which to me somewhat defeats the purpose of choosing an archetype, and 2) flaming sword attacks and the like may not belong in every campaign. I think the battlemaster is a good preservation of that spirit, but I would also love to see the ToB reintroduced for more high-magic, high-power campaigns.
@F0Xfangs
@F0Xfangs Год назад
The fantasy of throwing like 10 weapons into the field in front of you, or picking up the weapons of enemies and using a vast assortment of properties sounds pretty freaking cool. might be a cool way to get to use multiple properties.
@iskandarthegreat0487
@iskandarthegreat0487 Год назад
I have always been frustrated by the fact that almost all of the weapons feel the same as every other weapon with the same basic properties. I'm loving the direction that these are moving. They may need some refinement but I love this potential 😊
@chessenta3479
@chessenta3479 Год назад
The cake part earned an instant like. :p I really liked this video. Enjoyed the commentary and the banter!
@zacharyshelton4087
@zacharyshelton4087 Год назад
I love the idea of different shields. It would make defensive options much more diverse
@andrewlewis2123
@andrewlewis2123 Год назад
Yeah, maybe if all shields always give you +2 AC, but they (re)introduced various shield types. So bucklers let you use a little reaction parry or something, and tower shields let you take cover as a bonus action (or they roll in some of the Shield Master features), and maybe regular shields let you shield bash and/or throw them?
@rheemocturis5624
@rheemocturis5624 Год назад
I feel like flex is misunderstood. I think it's meant to increase the damage for shield users, rather than meant to compete with 2h weapons or duel-wielding. BUT I do think if this is going to stick around, flex weapons need buffed
@logancuster8035
@logancuster8035 Год назад
Yes it is. It’s still terrible.
@jeremybauman2344
@jeremybauman2344 Год назад
I think it's bad thematically because it gives classes with mastery zero reason to ever use versatile weapons two-handed. It's just saying "you can use a shield now." It doesn't enhance versatile weapons, it basically just removes the versatile property. Versatile weapons should have different benefits whether they're wielded with one or two hands.
@ElJefeRules
@ElJefeRules Год назад
My Flex fix involves a change to Dueling. Flex: +1 AC one handed, +2 damage two handed Dueling: +2 damage while holding a non-heavy melee weapon and no other weapons Basically giving you a reason to switch between one handed and two handed like you’re in Dark Souls and makes two handing the weapon not completely pointless.
@rheemocturis5624
@rheemocturis5624 Год назад
@@ElJefeRules I think this is a step in the right direction. Honestly I think +1 to AC in 1-handed mode and +2 to AC in 2 handed mode would be cool (with mastery) and rename it Parry or something
@dinosspanos7409
@dinosspanos7409 Год назад
Thank you, Dungeon Dudes, for bringing up shields and masteries. I don’t think it would be too difficult to include masteries for shields, at least not in the aspect where it would have to be a whole different edition. It’s really not that big of a change, but it is one that is certainly needed and I would love to see!
@JrgenHelland00
@JrgenHelland00 Год назад
What's really weird with the new two-weapon fighting is that you can use the extra attack from the light property while wielding a shield. You just need to use two different weapons that you switch between during your turn.
@ShakalDraconis
@ShakalDraconis Год назад
Favorite cake, simple chocolate cake. And honestly, martial maneuvers was one of the things that made me really like 4th edition, that's basically what you had with martial classes with the powers system. Instead of just repeated "I attack", you were picking between your at wills, if this was the time for one of your encounter or dailies, etc. Every turn you had SOME choice to make that was going to end up impacting things.
@geoffdewitt6845
@geoffdewitt6845 Год назад
Sooo...Battlemaster?
@LiliumPetal
@LiliumPetal Год назад
@@geoffdewitt6845 make it base kit for all fighters then yeah, sure. Still lacks some out of combat utility but much better than what we have.
@geoffdewitt6845
@geoffdewitt6845 Год назад
@@LiliumPetal Disagree that BM needs to be in the base fighter. I think we need an uncomplicated base so Champion players don't have a bunch of mechanics getting between them and the game. My point was simply that 4e maneuvers have been in 5e this whole time.
@MaMastoast
@MaMastoast Год назад
​@@geoffdewitt6845 I dont see why martial base classes should be significantly simpler than casters. Why should I have to pick a caster to have some depth in my class? Its not like the battlemaster is at all complicated.
@geoffdewitt6845
@geoffdewitt6845 Год назад
@@MaMastoast Fighter only. Second, that only relates to keeping the Champion simple to play. That's an accessibility thing, since some folks don't want a lot of mechanics. Third, I think we can add more options, but I don't think they should add combat options. Martials need to be able hold their own in social and exploration play, too.
@chrisg8989
@chrisg8989 Год назад
32:10 That is absolutely the Fantasy I want for my DnD. Makes the "Weapon Master" actually make sense. A Master of Many or All weapons. Using them for the advantage they provide. More choice is better.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Sadly... Fighter + Feat... You only have 3 Weapon Masteries at max. Unless I'm wrong but Fighter's don't get more outside of their ability to swap Weapon Masteries even if the effect isn't tied to that specific weapon.
@chrisg8989
@chrisg8989 Год назад
@Absol StoryofFiction nope, you are mistaken. Level 1-3, you get 3 Weapon Masteries Level 4-9, you get 4 Weapon Masteries Level 10-20, you get 5 Weapon Masteries
@nyahtonks3914
@nyahtonks3914 Год назад
i love black forest cake. well rounded, different flavors and textures, just very good. thank you for coming to my ted talk
@logancuster8035
@logancuster8035 Год назад
Treantmonk has done the math on Vex. It’s good for sure, but not nearly as problematic as you would think intuitively.
@Solid_Sayori
@Solid_Sayori Год назад
Fighter: "I get to push someone 10 ft.?! Wow that's so cool!" Wizard: "I get to turn you into a frog with polymorph and not have to concentrate."
@tomytomy
@tomytomy Год назад
Are you referencing "modify spell" regarding polymorph? My understanding is it still takes up your concentration, just that the concentration can't be broken (which is also very good of course)
@techbeef
@techbeef Год назад
Casters need to be nerfed more
@jonp8015
@jonp8015 Год назад
DM skill issue. Or you don't play *and* have poor reading comprehension.
@Solid_Sayori
@Solid_Sayori Год назад
@@jonp8015 My dude, you missed the point.
@okayhellohihowyadoin
@okayhellohihowyadoin Год назад
​@@jonp8015 DM.. Skill issue? Are we blaming DMs for the martial / caster divide now?
@bennelson638
@bennelson638 Год назад
The SW5E by Delta Force, famously used in Starstruck Odyssey, is a huge inspiration for me in this regard. So many different kinds of weapons, each with their own properties that make them feel so distinct. The fighter and scholar each have maneuvers baked in to the core class, not just as a subclass. AND all classes have customization options along the lines of warlock invocations to really give them dynamic combat with out of combat utility. Truly my favorite version of 5E
@Ruggedtoaster
@Ruggedtoaster Год назад
Also on the idea changing mastery of different types of weapons, this really brings up a great way to power up your martial characters in 5E is as a GM make magic weapons with properties that your player could use or would help them with their builds
@brucebrown2241
@brucebrown2241 Год назад
I think it would be cool if every level you could pick one weapon per attack you have each round and gain a level of expertise in that weapon. That way you could decide to have a broad level of expertise with a lot of weapons, or superior expertise in one weapon. So someone who has spent their career mastering a whip can use it to devastating effect.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Maybe for weapon types and not for Named Weapons. In short... Swords are in the same category even when Long Sword and Short Swords are two different weapons.
@ElJefeRules
@ElJefeRules Год назад
It would be interesting if we got leveled maneuvers, allowing us to unlock powerful moves at high levels like in Dragon’s Dogma.
@absolstoryoffiction6615
@absolstoryoffiction6615 Год назад
Maybe... Because that's not going happen on Classes given the recent Warrior UA.
@hamsmcham3238
@hamsmcham3238 Год назад
My favorite rogue has always been the swashbuckler because it's so easy to get advantage when using a rapier... Now just taking the feat and choosing a different subclass that I normally wouldn't use sounds so much fun!
@mikecarson7769
@mikecarson7769 Год назад
i am hopeful for a revised text of the rules, presented as cake recipes. ideally ,a revision will include better balance of the ingredients and clarifications about how the ingredients work together with the weapons mastery options, light weapons property, two-weapon fighting, push attack, etc
@AgentMONST3R
@AgentMONST3R Год назад
I love to see Halberds have an ability to allow you to choose which damage type you're doing since it is a combination of an Axe (slashing), Spear (piercing) and a Hammer (bludgeoning).
@deathtoexistance
@deathtoexistance Год назад
Halberds don't have a hammer, there are other polearms that have a hammer side like the bec de corbin. Halberds are a spear and axe combo with either a spike or hook on the other side for dealing with mounts or disarming people. In any case your argument only matters if different physical damage types have any difference to monster statblocks, which we have yet to see. If physical damage type matters more to revised monsters I'd agree, though it would likely make other weapons feel worse.
@AgentMONST3R
@AgentMONST3R Год назад
@@deathtoexistance it probably depends on the Halbert, I seen some with male side instead of a spike.
@deathtoexistance
@deathtoexistance Год назад
@@AgentMONST3R I believe they'd be a differently named polearm in that case, there are a lot more polearm names than what 5e has listed so. Either way it's not a major difference, I'm splitting hairs here.
@mentlegens7020
@mentlegens7020 Год назад
Bit late but if i recal its called poleaxe that has hammer, spike and axe if thats what u mean
@patrickhebert8918
@patrickhebert8918 Год назад
I Like the Idea of the Martial combatant having martial power like mage have spells
@barcster2003
@barcster2003 Год назад
Some weapon masteries are defintely great.
@shanelilly9673
@shanelilly9673 Год назад
The banter… it made my day!
@dungeondr
@dungeondr Год назад
JC: Let them eat ice cream. Dungeon Dudes: Revolution it is.
@brandonm9378
@brandonm9378 Год назад
I feel like weapon proficiency should let you use the current mastery mechanics and weapon mastery should let you swap them for other available abilities. Then fighter should gain two abilities on a weapon at once at level 7 instead of 13. 13th level is way too late for that feature. I also saw someone say instead of battlemaster being rolled into fighter like some people want, champion features should be rolled into the base fighter. I feel like that is a good idea honestly to make them a true weapon master and more heroic. I think rolling berserker into the base barbarian would be a good change too. All barbarians should be scary and be able to deal big damage attacks and that would help.
@JoshuaSmith-hl1xj
@JoshuaSmith-hl1xj Год назад
U guys forgot u need the feat that unlocks at level 4 so rangers and rogues could use nick. The feat needs to be a level 1 feat that gives u proficiency in 1 weapon and unlock its mastery.
@spikehammer3112
@spikehammer3112 Год назад
It is most likely that dipping 1 level in fighter for 3 masteries and everything else that it gives you will always be better than taking the feat.
@Draelos
@Draelos Год назад
We don't know that yet. The playtest mentions classes previously released will get access to weapon masteries.
@myki3angelo
@myki3angelo 11 месяцев назад
Well said! I am really hoping to live out my flail vision - especially if I can wield it with a longsword like the Witch King of Angmar. I feel we are going in the right direction, but not quite there yet
@Ox9707
@Ox9707 Год назад
It'll also be interesting seeing enemies and bosses with masteries as well.
@thomasjdurfee
@thomasjdurfee Год назад
Graze sounds like a fun way to grief the mage. Wouldn't it give you guarantied ongoing concentration checks, bypassing Shield?
@lostsoulman
@lostsoulman Год назад
I think graze is good. 20str. 3 attacks per round. Minimum 15 dmg (pre resistance)
@russelldavis1359
@russelldavis1359 Год назад
Flex should be changed to +1 AC
@pascalgagnon5423
@pascalgagnon5423 Год назад
The idea is great to make us think about the weapon we want. My paladin has warhammer and shield, but I could switch to mace or flail just to get the sap, if it remains weapon locked. I would also love that shields get mastery.
@evilallensmithee
@evilallensmithee Год назад
Okay hear me out. In my games, I made half feats experts for similar weapons (swords, maces, pole arms, etc) the let you use stances or fighting styles in that group, you pick a style when you roll initiative, and can switch using a bonus action on you turn, including between attacks. The stances are largely inspired by these masteries using the Mastery Prerequisites. So an expert Axeman with a great axe could take on two guys at once and enter “Flame Stance” to use a cleave, then use her/his bonus action to change to “Auroch style” to push the more troublesome of the opponents. It opens the styles to player choice. Has solid logic for including a bunch of options as you are trained in pole arms which are similar and you take advantages of their unique properties. If doesn’t grant proficiency; thus also maintains consistency a fighter’s expertise with swords includes great swords but bard’s does not.
@tomytomy
@tomytomy Год назад
I am really looking forward towards the revised version of the monk class. It's thematically among my favourites and the fact that they're so weak mechanically really sucks right now! Hopefully they give them some heavy buffs to compete with at least other martials 😅
@vrahnkeneisenbach9148
@vrahnkeneisenbach9148 Год назад
Homebrew idea: in your dnd world, there are various npcs which, if you befriend through quests or whatnot, will offer you special training for gold and time. This training can give your characters maneuvers, or extra proficiency.
@Heartsapien
@Heartsapien Год назад
My favorite cake was one I had recently from a restaurant. Chocolate cake, layered with cherries and creme in the middle, and covered in a poured dark chocolate ganache outer layer. More cherries on top with an Irish whipped creme. I also look forward to dual wielding sickles.
@chrisvossler8795
@chrisvossler8795 Год назад
I actually just started working on a list of homebrewed shields for my Forge Cleric to be able to craft: Tower shield (+3 instead of +2), Aspis Shield (reaction to add PB to the AC of an ally within 5 ft), Targe Shield (bonus action shove that deals piercing damage), Buckler (+1 instead of +2 but usable by rogues, with reaction to add PB to AC for all attacks by a single enemy for the round), Bracer (+1 instead of +2 but usable with a two-handed weapon). Making that an actual part of the rules would be amazing.
@blackguardunlimeted
@blackguardunlimeted Год назад
They basically need to bring back the 'Tome of Battle' from 3.5, tune it for 5e !
@tarlendo
@tarlendo Год назад
Its like they are adding just a few pieces of ToB every now and then... battlemaster some maneuvers... weapon mastery some other maneuvers... they should just update the whole book to one dnd
@KnicKnac
@KnicKnac Год назад
HELL NO! We don't need Weeabo Fighting Magic. Such a garbage book.
@Vinceras
@Vinceras Год назад
I also feel like standardizing damage on like for like weapons would be beneficial...like you said, why pick up any other light/finesse weapon when you could just pick up Rapier and get the higher damage? Personally, I wish they would just do generalized weapon that can be flavored how you wish like "Light bladed weapon = 1d6".
@ThatoneGuy-zd4rl
@ThatoneGuy-zd4rl Год назад
Also - when they are talking about maneuvers for martial - it’s like the devs have amnesia. They did do that in past editions - combat maneuvers were a thing that martial characters could do and choose from - originally published in a dragon magazine if anyone remembers those. Not sure why they feel like they can’t take from correct things they did in the past.
@kurtoogle4576
@kurtoogle4576 Год назад
Great discussion & it is much appreciated! So I finished this video, and my kid pops in... "Soooo... Cake?? Cake? Chocolate cake?" And then we made brownies. Thanks for the idea, Monty "Nick" Martin! :)
@daddydingus6165
@daddydingus6165 Год назад
Laserllama's alternate martials all have their own class-specific maneuvers/exploits/techniques. I'd check them out as they add so much variety.
@karkajouautomaton4882
@karkajouautomaton4882 Год назад
First to feed the algorithm!
@kelb76
@kelb76 Год назад
the algorithm must be fed
@cyancybershock719
@cyancybershock719 Год назад
my game plays with the rule of all characters with extra attack getting battle master maneuvers (scaling by that class if multiclassed), and while it should probably be added to rogue too.. it really helps the game so much.
@ryadinstormblessed8308
@ryadinstormblessed8308 Год назад
Push + Vortex Warp is now a fun combo! Quickened Spell on Vortex Warp so it's only a Bonus Action, send the creature onto the window ledge or a tree branch or something (the spell only says onto a surface that can support them) then Heavy Crossbow to not only hit them for damage but also knock them out the window to the ground for more damage, and to place them a long way away from the fight.
@jleewatts4318
@jleewatts4318 Год назад
I like this idea very much. Makes weapon choice meaningful and flavorful. And, yes, this is moving more to 6e vs 5.5e.
@harvtehmarv
@harvtehmarv Год назад
You guys echoed my thoughts exactly. It feels so one trick for my battleaxe to trip and if I wanna do something different I have to use a lance. No bud my fantasy begins and ends with this axe I don't wanna have to depart from it to get the most out of my class. The answer is right there in front of them. They just need to pull the trigger
@deucebeast20
@deucebeast20 Год назад
I think that vex and topple and Nick are insane. And the push one is going to be fun too. My favorite cake is a rich chocolate cake with a peanut butter ganache between the layers and a fudgy frosting. And peanuts on top. It is delicious
@alavantegaming1021
@alavantegaming1021 10 месяцев назад
I never played DnD as a TT. I have been watching a ton of videos since my interest is raising (Probably because of BG3). So thanks for the videos DDs. About the way the classes are being discussed and the roleplaying element of TT i had a mental image that i would like to share. Dont know how good it would play but i think it would solve the limiting aspects of choice while keeping the roleplaying aspect alive aswell as improving the core flavour that each class has. This would be a huge paradigm shift and doubtfully backwards compatible in any way. So this is mostly a mental exercise. I would break the core properties of the classes into 4 aspects (Power, Expertise, Skillcaster, Spellcaster). Power = Raw stats + core resources (Initiative, multi action, bonus actions) Expertise = Skills/Expertises + "Extra Normals" (Ex.: Extra attack, extra movement etc) + tools and weapons proficiencies Skillcaster = Feats + specializations (think context + circunstance when x do z like rangers prefered enemy, terrain or the hunter's horde slayer, the assassins suprise advatage or the swashbucklers isolation advantage, throwing knifes etc) + masteries Spellcaster = Spellslots and magical sources (Spellslots, divinity charges, sorcery points etc.) Ability scores remain as they are but would be mostly static for those that do not invest in Power. This would have to apply to monsters and NPCs to keep balance and is the main reason why i dont think there can be backwards compatability. These rules would be on the book but from the player's perspective they would only see the "normal" class progression in the players manual. All the work of converting/listing these would be on the designer side. These aspects would be the "keepers" of everything a player can do in game (from a mechanical perspective not a RP one). So the same way there are spell lists there would be a power list, a expertise list and a skills list. I am calling the items in the lists as "Boons". The access to the options and boons in the lists would be given by class, subclass and race. Each class at its core would give the player 4 points distributed in these aspects. Each subclass would do the same. The race/subrace would do the same. In total each levelup would give the player 12 levels/points in these aspects. Hypothetical Ex.: A fighter would have 2 points in expertise and 2 points in power. The battle master would have 2 points in Expertise and 2 in skillcaster while the champion would have 1 in expertise and 2 in power and 1 in skillcaster. A human could give 2 in expertise, 1 in skillcaster and 1 in power as well. In this sample at lv3 both would have 36 points in total, both human, both fighters one battlemaster and one champion so the aspect would be Aspects Power, Expertise, SkillCaster, SpellCaster Human, Fighter, BM 3,6,3,0 per level 9,18,9,0 at lv3 Human, Fighter, CH 5,5,2,0 per level 15,15,6,0 at lv 3 I would give access to choices to players in the aspects at every 10 points + something bigger at every 25 points. This way when you receive your options and powerups would be entirely on the players choice and character. I would keep the minor boons available for 3 tiers and the major boons for 2, so the options you have at the 10 points mark would remain an option at 20 points and 30 points, but would no longer be available at 40 points mark. The 25 points major boon options would be available at 50 points but not at 75. In the example above the BM would receive nothing at level 1, a Expertise boon at lv 2 nothing at lv 3 then 3 boons at level 4 (1 power, 1 expertise and 1 skillcaster) while the CH would receive nothing at level 1, 2 boons at lv 2, nothing at 3 and 2 boons at lv 4. The distiction between the minor and major boons would allow for discrepancies in power to be regulated by type (major,minor) and tier. So feats like sharpshooter and greatweapon master could remain as long as they were in a higher tier or only as a major boon. Doing it like this would keep all the pressure off the classes and subclasses to just focus on whatever they want that make them special without having to focus too much on power progression. It would also allow classes to have a stronger core identity. (From a designer perspective. From the players view it would still be with character X at lv Y choose between a,b,c so on so forth) In my mind under this system sorcerers would be spellcasters + power, while bards would be Expertise + spellcaster, warlock would be spellcaster + skillcaster and wizards would be pure spellcasters. For a mental somewhat accurate image: pure power = barbarians pure expertise = rogues pure skillcaster = fighters pure spellcaster = wizards Doing it like this would be a front heavy workload for designers/developers but once the base is made it would be extremely easy to add new monsters, races and classes without powercreeping. (Unless intentional of course). It would probably need a oficial site to generate a character sheet with the options and all but nowadays i dont think it would be much of a problem. There is a lot more that can be said but for now i think it is enough. If you got here thanks for reading and have a nice day.
@Greshgore
@Greshgore Год назад
By far my favorite cake aside from a rich chocolate is my mom's homemade Williamsburg orange cake. She doesn't do the traditional raisins or nuts but she does do orange zest, orange extract, and orange juice in the batter and in the frosting. She only makes it a few times a year usually for various birthdays but oh boy when she does it's an event. You would think with all the different sources of orange flavor the orange itself would be overpowering but somehow it doesn't end up being that way. Oh yeah, and the weapon Mastery video was cool guys LOL.
@FrankBocker
@FrankBocker Год назад
I love the bit about shields. Actual bucklers (which do not have buckles), the small strapped arm shields that DnD used to call bucklers, assorted midsize shields, and assorted tower shields all have widely varying properties and use cases that could easily be translated to impactful and fun game mechanics and character design decisions. A rogue could choose a buckler that can be donned as a free action and mostly helps by parrying to grant advantage or disadvantage in the fight, a barbarian might want to stick with a medium shield with the effects we know and love, or a clanky fighter might want a huge tower shield that boosts the AC of adjacent allies but comes with significant downsides like speed or something to represent how they can block the wielder's sight.
@raymondthicklin644
@raymondthicklin644 8 месяцев назад
A weapon arsenal for a martial character is the equivalent of the spell arsenal for a spell caster. I welcome this new addition to D&D!
@AndroidMaxine
@AndroidMaxine Год назад
for the shields I think a cool way to do it would be a buckler is +1 AC, and leaves your hand free. then there's the regular traditional +2 AC standard shield. and a tower shield is +3 AC and it adds the +3 to your dex saves as well, but it reduces your speed by 10 feet while you are using it.
@xadielplasencia3674
@xadielplasencia3674 Год назад
I love the Idea of changing weapons on thr fight, plus the choosing of weapon masteries being just for fighters
@henryjones3232
@henryjones3232 Год назад
always enjoy to watch your videos
@melparchment1851
@melparchment1851 Год назад
Well, now I’m craving cake. Great video, guys!
@Sylvous765
@Sylvous765 Год назад
I dm every Sunday and gave my martials superiority die that scale with the martial level starting at 2nd level and basically follows PB number of dice (never upgrades from a d6). Felt very strong early, now at level 10 it just helps bridge the gap between them and the sorcerer/wizard. Plus it is ultra thematic having the barbarian just knock enemies around with pushing attack.
@green_dragon_knight
@green_dragon_knight Год назад
I really like Monty’s idea about a Cleric domain giving the Sap weapon property - maybe the War or Tempest Domain? Making subclasses to give the Cleric more debuff options with weapons rather than just spells would give them even more versatility
@ryanhunter2042
@ryanhunter2042 Год назад
I recreated Kukri from 4e for my party's rogue to give him d6 slashing with a brutal 1 property. However, because the way DnDBeyond has the custom item build set up, I had to use a scimitar as the base weapon for the d6 Slashing aspect. But rogues are proficient with scimitars, so then I also had to add a bonus proficiency with scimitars for him. More options are always better for roleplaying, so I'm happy for these changes, but I hope they also make homebrewing on DnDBeyond easier and better.
@masterassassin893
@masterassassin893 Год назад
I completely agree with the need for maneuvers for all martials. As a sword and board I wish there was something to do with my shield to tank more and actually do some battlefield control. It's crazy there's basically only one shield type.
@marcuslobo5765
@marcuslobo5765 Год назад
I like these masteries. One way to solve your issues could be to subdivide the masteries into passive and active, stuff like graze, nick, vex etc. as passive which can be balanced and distributed to applicable weapons while active masteries like slow, etc. Can be applied to any weapon with specific weapoms offering advantage on throws for the specific manoeuvres
@taigenraine
@taigenraine Год назад
So, between fighter, mastery, and the rule in this packet that lets you either draw or sheath a weapon as part of every attack you take, this is possible for a fighter with 3 extra attacks. Fighter starts by drawing a glaive because he has polearm master. He attacks with it, and attacks with it again with his bonus action using the butt. As part of that bonus attack he sheaths the polearm. As part of his first extra attack, he draws a scimitar and attacks using vex to get advantage on his next attack if he hits. Since he attacked with a light weapon, he can now make an attack with a different light weapon, and if that weapon has nick it doesn't use a bonus action, so he draws another scimitar with that attack (fighter can assign both nick and vex to scimitars at the same time). With his second extra attack he attacks with a scimitar again and sheaths the off-hand scimitar. With his 3rd extra attack he attacks again with the scimitar and draws a shield. 6 attacks on one turn and end up with a shield. Next round, first attack with scimitar, sheath shield. Draw another scimitar and nick with it. First extra attack with scimitar and sheath off-hand scimitar. Second extra attack with scimitar and sheath it. 3rd extra attack draw glaive. Bonus attack with butt of polearm. 6 more attacks. Repeat ad nauseum. That is 6 attacks a round every round, 2 with graze, 3 with vex, 1 with nick. Every other round also get the benefit of a shield. Also note that nick is part of attack, so it also gets to be used with action surge. So an action surge round would be the whole chain minus the last bonus action attack... so that is 11 attacks on an action surge. Since fighters eventually get 2 action surges per rest, that is 22 attacks on the first 2 rounds of combat. You can double dip the extra attack with nick and polearm master as soon as you get an extra attack. Start with polearm, bonus with polearm (sheath polearm), draw shortsword and attack, draw scimitar and nick; next round attack with shortsword and sheath, nick with scimitar and sheath, draw polearm and attack, bonus with polearm. 4 attacks at 5th level for fighters, rangers, paladins, barbarians, and any other class that gets an extra attack and can use heavy weapons.
@maorlevavi6077
@maorlevavi6077 Год назад
awesome video. I have to say that I can't think of maneuvers which would fit different armors, but as for shields- you are so right, I really want to see a shield maneuver which would allow me to bash, push, stun or distract, I would also like to see different shields- a light shield with a sharp rim which one can use to slash your foes and a heavy shield which has spikes that pierce armor. when it comes to other maneuvers available for characters due to masteries: rather unrelated to this video but I must say it as a person who has been practicing martial arts for the last 13 years- the monk MUST get a different set of masteries- martial art masteries: I want to see my monk using their mastery in different martial arts so the monk can be what I want them to be- a unique martial class which uses their bare hands or occasionally a quarter staff to kick ass. I want my monk to use their mastery in Muay Thai to high kick someone and stun them , a mastery in Judo to knock enemies prone with advantage and or apply bludgeoning damage or a mastery in Brazilian Jiu Jitsu to not suffer any penalties from being prone (or suffer less penalties). As a person who has been practicing different martial arts for the last 13 years, one of my first characters was a monk, I remember wanting to go for a double leg take down against a cultist and knock them hard on their back, and not being able to do so- I was so bummed and perplexed since I practice Brazilian Jiu Jitsu and I know that one can do it in real life- I want to be a ufc fighter against trolls.
@TheWanderingBlonde
@TheWanderingBlonde Год назад
I’d actually be really interested in seeing a DungeonDudes HomeBrew ruleset of Maneuvers for Martial Classes. Maybe some new maneuvers on top of the ones Battle Master has, and which classes would get access to which maneuvers… and how many each would get at certain levels. For those of us sticking with 5E would be a great way to breath some new life into the existing system.
@sloubser01
@sloubser01 Год назад
Glad you guys realized that asking for more, would perhaps be too much . I mean we already I get so much more flexibility than we have. I understand your point on getting balanced options buy making it all equally strong, but right now I am happy
@kennyshack2006
@kennyshack2006 Год назад
Crossbow with push is the Wookie Bowcaster from Star Wars! "I like this thing!" Han Solo
@SjSigma
@SjSigma Год назад
I like the image of lance and towershield going full monster hunter tanky boy xD
@ebensirges
@ebensirges Год назад
The idea I had that made me so excited was that Versatile weapons could just have two Mastery properties each-one for one-handed use, and one for two-handed. You've made me realise that I was mostly just excited to have a weapon that could do two things. MANOEUVRES FOR MARTIALS!!
@crownlexicon5225
@crownlexicon5225 Год назад
Defensive armaments: Tower shield: +3 AC min. Str: 13 Shield: +2 AC Buckler: +1 AC SHIELD MASTERY (5th level): basically, the Shield Master feat, but extend it to ANY dex save, not just ones that only target you Parrying Dagger: +0 AC light/nick Cloak: +0 AC, min. Dex 13. Feint Feint: once on your turn, when you take the attack action, you may make a charisma (deception) check against the target's passive insight. On a success, you gain advantage on the next weapon attack you make against the target. PARRYING DAGGER/CLOAK MASTERY (5th level): parry: while wielding either a parrying dagger or cloak, you gain the benefit of the Defensive Duelist feat ARMOR MASTERIES (3rd level) Light Armor: PBxLR, if you fail a Dexterity saving throw, you may choose to succeed instead Medium Armor: your dex cap for medium armors increases from +2 to +3. Additionally, you have advantage on Dexterity (stealth) checks while wearing medium armor. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel out as normal Heavy Armor: you reduce incoming damage from B/P/S by half your level, rounded down Notes/ ramblings: honestly, I wasn't sure what to do as a Mastery for light armor. That's the best I could come up with, but it feels significantly weaker than the others. I thought about potentially negating damage if you roll under your AC (kind of like a Cleric's Divine Intervention) but that seemed too strong and would slow down gameplay, unless I made it limited number of times, which then felt too weak if based on chance and too strong if on demand. A suggestion for long sword 2 handed: give it feint. Not sure how to buff 1 handed though. But I've seen some tricky plays with longsword with some surprise false edge cuts (usually some form of zwerkhau) Originally, I was going to make the tower Shield be the only one that provided a cover-like bonus to dex saves, but i couldn't think of anything to give the other 2 shields, so I settled on giving them all a buffed version of the current Shield Master. I'd give rogues and bards Buckler and Cloak proficiency (in addition to those who already get Shield proficiency), and I'd probably give them Parrying Dagger proficiency too, but I also kinda want it to be a martial weapon. The Buckler would be cheaper and lighter than a standard Shield, and the tower heavier and more expensive. These are other ways to influence character choice on equipment. Rapier and Cloak was a thing. You could use the Cloak to obfuscate your attacks or to try and trap your opponents blade. It was especially prominent as we transitioned much more heavily into thrusting swords than cutting swords. This version of HAM would allow users to not have to worry about swarms of weaker creatures. As early as level 10, they could fight hordes of goblins without worry as the standard CR 1/4 goblin only deals 5 damage, which would be reduced to 0. In light of the power of HAM, I decided to boost MAM to provide advantage on stealth, like the Armorer Artificer. If you wanted, you could provide disadvantage on the bonus action shove of tower shields and Bucklers, the former being too large and unwieldy, and the latter being too small and light, as ways to further differentiate the shields. I think its an unnecessary complication though. I think providing half the number of dice and choices of maneuvers to all martials would be a cool idea. And don't let the dice scale; keep the dice at d6s. The exception would be the battlemaster subclass. The dice would get added to their pool. Keep the battlemaster subclass as is. They would then have 3x maneuvers and dice compared to others and would be quite versatile. I agree, Vex is too strong. Maybe change it to the Feint I presented? A 1/turn kind of thing?
@user-ml7vg8nt7l
@user-ml7vg8nt7l Год назад
I personally I'm in love with the idea that different weapons can do different things. And I don't want every character to hav access to all the options regardless of their weapon choice. In fact the change that I want to happen is for weapons to specialize further and give you more options that few other weapons have access to I'm imagining where each has three special proprietys that you can unlock and they can in the options they have access it's just different where in the three levels they're gonna get it
@barrywinslow4268
@barrywinslow4268 Год назад
Always appreciate your videos!
@rookieewookiee9725
@rookieewookiee9725 Год назад
I like mostly all cakes and I like the idea of a barbarian who hits with so much force that he pushes enemies away or prone. So topple and push i really like
@Balcamion79
@Balcamion79 Год назад
Flex allows sword and board/dualist play, so you potentially get the extra 2 damage from the fighting style as well as the additional 2 to your ac from a shield, which you sacrifice for the bigger damage die otherwise.
@mishiara5499
@mishiara5499 Год назад
To me what is most excioting about this, even as a player not a dm, is the enemy "minion"-like swarm encounters where they have these different weapons and properties - feels like it will make the encounters so much more dynamic even when enemy does not have spell casters.
@rhodridavies9426
@rhodridavies9426 Год назад
I love that these options make even the clubs a weapon that has potential to be used. There are many weapons in that list that I would never have chosen to play, even though in various books, characters have used those weapons to great effect and had some really cool fights described. the idea of a chain mace and shield is not a new one to me, but has never crossed my mind because the weapon doesn't really stand out as far as the rules go. Giving these masteries out really livens things up in a cool way. And honestly, you could even make Flex a combo mastery in and of itself. A Longsword can and is used to push, slow, topple and pin enemies down to great effect, it is the most versatile of weapons. So giving the longsword a mastery that allows you to choose which form of control you have over your opponent I feel is quite thematic. And as an aside, Monty, did someone take your cake away when you were little? It feels like there's history there... :-P
@mateusztwardoch
@mateusztwardoch Год назад
all of those masteries makes me think about some type of Gladiator class/theme, with feature that let them draw/doff weapons as a free action, who has all of those versital types of weaponary to use, when it suits given combat situation the most.
@glacialgrizzly8487
@glacialgrizzly8487 Год назад
I'd like to see Sap give the target disadvantage on their next attack roll, ability check or saving throw. That way you could set up a combo with your Barbarian who has the Topple mastery or your Wizard with Fireball
@kissarmy1990
@kissarmy1990 Год назад
I think the battle master maneuvers for all martials is an awesome idea, and I would even take. The spellcasting property from ranger and paladins. And if you want a little magic with your maneuvers make it a subclass option. I.e. eldricht knight and arcane trickster.
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