Classic D&D weapon mastery is awesome. However, it can also lead the unwary GM down a deep dark rabbit hole where over powered PCs make mincemeat of combat encounters. Suddenly the epic boss fight is done so fast that even the players are feeling cheated, because the game isn’t a challenge any more. Part of the issue is that weapon mastery wasn’t introduced until the Master Set, and modules prior to the Master Set were not written with weapon mastery in mind. Also, by now almost the entire creature catalogue was made prior to the introduction of weapon mastery. Add to that the fact that weapon mastery is an optional rules set, with a huge game changing impact which sort of demands the rest of the system is adapted to allow for it. In short, Mastery was bolted on inelegantly and was never properly incorporated, despite how awesome it is. Continue reading Balancing Weapon Mastery How to include Weapon Mastery, but still keep your combat encounters challenging.
The original D&D books were written over 40 years ago now. While the system can and has stood the test of time, there are a few small alterations which are used in the creation of material for the world of Phaemorea.
As with all House Rules, these are entirely optional, and the inclusion or exclusion of these rules will have little impact on the usability of Phaemorea or any adventures set within it. It is the role of any GM to work out for themselves how they want their game to run. Continue reading House Rules for Phaemorea Suggested rule alterations for Classic D&D