2 weapon fighting

PrinceZane said:
Plus, assuming the rogue has decent dex, he can get a decent AC.

The problem won't be your AC - which will, at best, rival a comparably-equipped Fighter (who, we will assume, is helping you flank).

The problem is going to be your hit points.
 

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A flanking character is most likely to be surrounded if there are many opponents. The other characters have mutual support from the rest of the party. The guy doing the flanking don't. The Rogue is the only one that can tumble into an enemy formation to flank (and the one getting the most benefit out of it). The Monk and Bard can as well, but the Monk has no reason to do so, and the Bard is better off singing most of the time.


From first hand experience, the T-Rex don't need to kill you in one round. He just has to EAT you.
 

Caeleddin said:
A flanking character is most likely to be surrounded if there are many opponents. The other characters have mutual support from the rest of the party. The guy doing the flanking don't. The Rogue is the only one that can tumble into an enemy formation to flank (and the one getting the most benefit out of it). The Monk and Bard can as well, but the Monk has no reason to do so, and the Bard is better off singing most of the time.


From first hand experience, the T-Rex don't need to kill you in one round. He just has to EAT you.
I see tumbling fighters all the time.
 



You don't see a lot of High-ANYTHING Fighters if you use 4d6dl. Usually you see around 15-16 tops, with the very occasional 17 or 18. Unless you use my special stat rolling dice set (3d6+1d12 which I halve). Those are somehow magical. You either roll a total bonus of <3 or >9. Even when someone other than me used them, he got a +8 stat bonus set off the bat and one of them was a -1, which really means he gets an effective +10 bonus.
 


PrinceZane said:
Holy Sweet Jesus... I didn't even think about a TW rogue via SA... that's... ..... wow... that's sexy. Me likes. *throws ranger away, starts to look at rogue...*


Ha ha ha. Glad to help. High level rogues can also start to do strength damage, which can mean instant overencumbrance for when you run away... As has been pointed out, you need to KNOW that you are going to take out your foe in the first round, or at most, the second. But with weapon finesse and TWF, straight rogue is a good solid build. (1 level of Barb gives you an extra 10' movement, which can help in these circumstances).

Stew.
 

Caeleddin said:
You don't see a lot of High-ANYTHING Fighters if you use 4d6dl. Usually you see around 15-16 tops, with the very occasional 17 or 18. Unless you use my special stat rolling dice set (3d6+1d12 which I halve). Those are somehow magical. You either roll a total bonus of <3 or >9. Even when someone other than me used them, he got a +8 stat bonus set off the bat and one of them was a -1, which really means he gets an effective +10 bonus.
I know someone who rolled 18 18 18 18 16 16 on 4d6dl. My very first character had two 18's and two 16's or something crazy.
 

LoL! My usual group was screaming when I rolled 18 18 16 16 14 14 (rearranged for effect). Made me roll again. I got 18 14 14 14 13 13. They had to let me keep that one. The one I rolled for my back up character was 13 -> 18 (not in order). I was cracking up by the end of it.


Of course, when in combat, fighting against things with SR, I only roll above 10 (to beat the SR) in 20% of the cases.

I love my d6s and d12. I want to put my d20 under a hammer. Literally.
 

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