I've been looking for an answer to this in the "Sage Advice" column in old Dragon magazines for a little while now, and can't find any clarification there.![]()
Be a two-fisted fighter, Roger Moore, 1982.
Dragon 68.
I've been looking for an answer to this in the "Sage Advice" column in old Dragon magazines for a little while now, and can't find any clarification there.![]()
I know about that article but never have considered it valid as I take only the core books and official material. What was in Dragon was often way over balanced and open to heated debate if it was a good thing to add or not.Start with the Roger Moore article. While it (slightly) expands the list of weapons to include, for example, a few the cleric can use, it takes as a given the natural reading of the DMG that it you attack with each weapon. Given that it was a 1982 article and was reprinted in Best Of, it’s as authoritative as you can get.
The article (also reprinted in Best of Dragon, Vol. IV) does two things-I know about that article but never have considered it valid as I take only the core books and official material. What was in Dragon was often way over balanced and open to heated debate if it was a good thing to add or not.
Really? Always played with only one additional attack save for the "exceptions" like the drows. Encounters with drows were scary as encounters with them almost always had a priestess and a wizard. A 5th level wizard with a 5rh level priestess could boost their cohort. Bless, Prayer and chant with haste was quite a deadly combo with the drows' two weapon fighting capacity. Mid to high level drows were especially dangerous as some potions of growth could also be used. With drows having a minimum of +1 weapons and gears, they were able to push way over their levels when properly boosted. With their magic resistance, a dispel to remove their magical boosting powers was not a sure thing either...The article (also reprinted in Best of Dragon, Vol. IV) does two things-
It expands the rules (providing additional weapons that might be used); and
it interprets the rules for edge cases (for example, when you get three attacks in one round, what weapons get used?).
Notably, and this is really the important part .... it takes as the baseline assumption what the actual rule is. In other words, it is additional best evidence as to the extant rule as it existed at the time, especially given that it was published in the TSR house organ.
(Finally, the whole "you only get one additional attack" is something that I only heard of years later- while I am sure there will be people that say they have always played that way, as there always are, I never encountered that until later rule sets that allowed more expansive weapons choices, and it was more of a way to counter the increasing power creep introduced from 1985 on ... more often than not, people tend to read back rules into the text. After all, this is 40 years we are discussing now!).
So giving that kind of power to the players was out of the question in my head as it would have been very unbalanced. For me and a few others, that article was not to be used. Too unbalanced, especially since a lot of people were ignoring , willingly or not, the aging effect of haste...
Giving what kind of power? An additional attack with a dagger or hand axe only, with to-hit penalties on your off hand and almost certainly also a hit penalty on your primary hand?So giving that kind of power to the players was out of the question in my head as it would have been very unbalanced. For me and a few others, that article was not to be used. Too unbalanced, especially since a lot of people were ignoring , willingly or not, the aging effect of haste...
Take a dual weilding fighter with 2 attacks per rounds. Now dual weilding will bring him to four. But if you fighter is 5/2 it becomes with dual weilding 8 attacks one round, 10 the other round. With a 3/round, it becomes 12 attacks per rounds. Give that to a fighter with gauntlets of ogre power and +3 weapons.... you get a walking blender. For the sake of simplicity, let us assume short swords... 4pts average + 6 damage, +3 from the weapon and +3 from specialization we get 16 damage on average per attacks, or 192 damage per round. At this level of damage, some demon lords will not last three whole rounds against that fighter. All he needs is a potion of haste, which in 1ed isn't that hard to get...Giving what kind of power? An additional attack with a dagger or hand axe only, with to-hit penalties on your off hand and almost certainly also a hit penalty on your primary hand?
The 1E two weapon fighting rules are restrictive enough that there's nothing unbalanced about it.
It's only once the rules start being less restrictive in later editions, or, arguably, once weapon specialization in UA adds more bonuses to offset the penalties, that TWF starts to look in any way busted.