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Weapon Mastery across the editions

This is one of my posts on D&D and other systems. See here for other related posts.

I have fond memories of Weapon Mastery – it featured in the BECMI Master Player’s Guide back in the 80s, very detailed, with both increasing damage and additional features as you progressed in mastery with a particular weapon.

There are three pretenders to the throne of “next edition of D&D 5e”:

All three introduce some form of Weapon Mastery, but the way they do it is rather different, and I have thoughts on all of them…

Stop Press: Tales of the Valiant Kickstarter

But before I get into that – Kobold Press’s Tales of the Valiant Kickstarter is now open, and was funded in 30 minutes! I signed up as soon as I saw the email, and it was already at 150%. When I started writing this blog post (6 hours later) it was at 350%, and at time of finishing it was past 800%. Get in now!

Interestingly, unlike OneD&D and Level Up, it only includes a Player’s Guide and the Monster Vault – no GM’s guide.

Weapon Mastery

As I said, each product includes some form of weapon mastery, although they call it different things and it works in different ways. But before I start, what do I mean by “weapon mastery” here? Time for a definition:

Weapon Mastery: additional combat options you can learn with a weapon

In particular, these are not available to everyone who can use the weapon, need to be learned, and are related to a weapon.

With that definition, what do the different products offer at present? (And note that OneD&D and Tales of the Valiant are still in playtest, so may change)

Once I’ve gone through these, I will also compare them to the BECMI Weapon Mastery.

OneD&D Weapon Mastery

This is the closest of the three to what I think of as Weapon Mastery.

Barbarians and Fighters gain weapon mastery slots:

There is also the Weapon Master Feat, available to anyone from level 4 (assuming they are proficient with a weapon).

So, what does mastery with a weapon bring? What masteries are there?

Each weapon has a standard mastery property, as follows.

Fighters gain the Weapon Expert ability at level 7, allowing them to swap the mastery property for a given weapon to another comparable property, and the Weapon Adept ability at level 13 allows two properties instead of one (though only one can be used on a given attack).

I do like the fact this is automatically granted to the martial classes, but is potentially available to anyone (through the Feat), and can be learned. In OneD&D the mastery feature is unlimited – you can use it every attack.

One feature that does feel strange to me (as currently proposed in OneD&D) is that you can change the weapon(s) you have mastery for on a long rest. I suppose it fits with the heroic fantasy feel they go for, where heroes can change the type of hero they are fairly easily, but I would find it more meaningful to be a long-term character choice.

The feedback on this playtest is open until 7th June 2023.

Tales of the Valiant Weapon Mastery

Tales of the Valiant has two different sorts of combat mastery, neither of which is really specific to a weapon, and both of which are currently only available to Fighters (they have currently only playtested Fighter and Wizard).

At first level, Fighters get to choose a Martial Action from:

The playtest only goes up to level 5, so there’s no mention of gaining additional Martial Actions, but I suspect that will come at higher levels.

Fighters also have the Weapon Master as one of the Disciplines they can choose at 3rd level.

A weapon master chooses three weapons to master. Once per turn, when using one of these weapons, you can reroll one of the weapon’s damage dice and use either result, and at 7th level, you score a critical hit on a 19 or 20.

A weapon master also learns Stunts – three stunts at 3rd level, plus an additional stunt at 7th level. They can perform a number of stunts equal to their proficiency bonus + 1; this count is regained on a short or long rest. Each stunt must be performed with an appropriate weapon which the character has mastered. (In the early playtest, stunts had a stunt point cost, but all stunts listed were 1 point, and they have now dropped that in the latest version).

Stunts listed are:

Similar but different. You have to specifically choose to be a Weapon Master – it’s not available to all Fighters – and the Stunts can only be used a limited number of times. On the other hand, you can use them with any (appropriate) weapon you have mastered.

This feels a bit more limited, and there is currently no Weapon Master Talent listed. I prefer the OneD&D approach of having every martial character having some level of weapon mastery, and having it available to everyone.

Level Up A5E Combat Manoeuvres

Rather than Weapon Mastery, Level Up A5E has Combat Manoeuvres. You can read the full description in the A5ESRD.

Weapons also have special properties, which can only be used if you are proficient. See the equipment section of the A5ESRD for more details.

There are a small set of basic manoeuvres available to all creatures. These are accompanied by basic melee damage of 1+STR – normally bludgeoning, but can be slashing or piercing if the GM approves. Each typically has a STR or DEX save against a manoeuvre DC – I’ll refer to this as an MDC save for short.

There are also families of more advanced manoeuvres. Different classes learn differing numbers of manoeuvres, and different manoeuvres have different levels. Manoeuvres cost exertion points, and you get twice your PB of exertion points, replenishing on a short or long rest.

Different classes gain different amounts of manoeuvres, and have access to different traditions:

Manoeuvres are organised into traditions, and there are so many of them I’ll not try to describe each one – you can get a sense from the names, or read the relevant section of the A5ESRD:

As you would expect from something billing itself as “Advanced 5th Edition), this is very detailed, extensive, and convoluted, and different for every class. This makes a nice balance to the increase in power of spells for the spell-casting classes.

BECMI Master Set Weapon Mastery

The concept of Weapon Mastery is not new – it was in the BECMI Masters Boxed set (published 1985) and hence also the Rules Cyclopedia. In some ways it is similar to the OneD&D version, in others similar to the Level Up A5E. But it also has particular aspects which are not reflected here, in particular multiple levels of mastery with attack and damage improvements.

Mastery is divided into five levels: Basic, Skilled, Expert, Master and Grand Master. Characters start with Basic mastery of two weapons (or up to 4 for fighters), and can gain additional mastery at levels 3, 6, 9, 11, 15, 23, 30 and 36, with Fighters also gaining mastery at levels 19, 27 and 33.

Note BECMI went all the way up to level 36 (for humans); in general you can divide the level by two to get a roughly equivalent 5e level, so BECMI level 23 is roughly equivalent to 5e level 12.

* Each weapon has a primary and secondary type of target, either M for missile and monster (i.e. not hand-held) or H for hand-held (i.e. melee) weapon.

Pages 20-21 have detailed tables for each weapon, listing the damage at each level plus any special properties available at each level of mastery. Some weapons also give an improvement to armour class against a given number of opponents (typically increasing with mastery level). Some normally hand-held weapons can be thrown at higher levels of mastery.

Weapons can have special properties:

For example:

Training: Gaining a level of weapon mastery

Gaining a level is not automatic: the character needs to train with someone who has at least equal mastery with that weapon, and that training may not succeed. It also takes time and money.

The chance of success starts at 1% if the trainer has the same level of mastery as the student, and increases depending on the level of the trainer:

If the training will fail, the student realises half-way through the training, and can either stop training and save the remaining time and money, or continue anyway, which increases the chance of success by 10% if they then train again with a different trainer.

It doesn’t say, but I would assume that a failure doesn’t use the weapon mastery slot – they can try again (with the same or a different weapon) as soon as they can afford the time/money until they succeed in gaining a new level, at which point they have to wait until the level opportunity before training for another level.

Thoughts and conclusions

I like some aspects of most of these, but none of them covers everything for me.

I like weapon mastery being something you can train and improve at, providing martial characters with improvements they can choose. It also makes sense that it is something available to all martial characters, although the speed of progression is fastest for fighters, and slower for other classes.

I feel Level Up A5E has the most appropriate spread of mastery levels across the classes – all the different martial classes gain some level of access, but it varies depending on how “martial” the class is. OneD&D only offers it to Fighters and Barbarians, which feels stingy, but does have it as a feat which allows any character to choose to gain some levels, which does feel appropriate. Having it as a Fighter speciality (as in Tales of the Valiant) just feels wrong in comparison to the others.

Having said that, in Level Up it isn’t associated with a particular weapon. I like the thought of a character choosing between specialising in a weapon (their signature weapon) and gaining additional benefits with that weapon at the expense of abilities with other weapons, or choosing to generalise and use multiple weapons without gaining the additional benefits, as in BECMI, but none of the 5e variants seem to have taken this multi-level approach.

I find the OneD&D option to change the weapon(s) mastered on a Long Rest odd – that takes it from being a character definition choice to a menu – and also feel it could do with more progression.

So I suppose I most like the BECMI approach with multiple levels which can be chosen…but I would like more recognition of the different martial classes (which, to be fair, don’t exist in the same way in BECMI) gaining levels at different speeds. Also, I can see the training rules could become a significant barrier.

So what would my ideal be?

What am I going to try in my campaign? To be honest, I was most inspired by reading the Level Up combat manoeuvres – for several of them I could see how they fitted with particular characters in the campaign. I would like to try some sort of levelled weapon mastery like BECMI, but it would require development, so is probably not going to happen… If I do, I’ll let you know here…

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