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2 weapons vs. 2 handed weapon vs. weapon and shield

Derren

Hero
That logic does of course depend on what alternative feat options there are for the sword-and-shield and 2-hander fighters. Because once they've met your "no investment" and "slight investment" levels, what are they going to do? Are you suggesting those builds should have no access to anything that improves their damage?

Yes.
Spend the feats elsewhere.
 

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Scipio202

Explorer
Other possible benefits for 2WF

Overall I agree with the designers' goal of no letting two-weapon fighting double a character's damage output. The half-damage approach does that, but feels a bit lackluster. I wonder if additional benefits that don't lead to an every-round bump in damage might make 2WF more appealing. Two options come to mind, both inspired by having two threatening weapons:

1) 2WF gives a second reaction
2) 2WF gives larger reach for Opportunity Attacks

(1) could increase damage output depending on how often OA oppotunities occur. If you want to focus on versatility rather than damage, you could still cap it at one OA - but I think that makes things too complicated. For (2), note that this is in some sense the opposite of "reach" weapons - reach weapons only have extra reach on your turn, and not for OAs. (2) would give 2WF extra reach on OAs, but not for regular attacks.
 


Salamandyr

Adventurer
So I figured up average damage for a human character (so no increased damage die) with an 18 in their primary stat. I assumed a +7 attack bonus against an AC of 15 which seems to be pretty standard. That means an overall 65% chance to hit.

Average damage for

Dual wielder w/ 2 rapiers 2 attacks at 1d6+4/2 avg damage 4.7

Longsword & shield 1 attack at 1d8+4 avg damage 5.7

Greatsword 1d12+4 avg damage 7.1

Max damage on critical was included.

Dual wielding loses out 2 different ways. It has a smaller damage die, and because of division mechanics, the odds of rolling minimum damage are increased. The range of possible damage results is 2,3,3,4,4, or 5.

The one advantage that dual wielding has is that the odds of successfully hitting your opponent at least one time is 87.75%. But even with your higher accuracy, your average damage is still the lowest of the 3 options.
 

MarkB

Legend
Given that dual-wielding as it stands doesn't stack up well against the alternatives, I do hope they revise it to not require a feat for entry. It seems clear that there wouldn't be anything unbalancing about allowing people to dual-wield for 'free'.
 



slobo777

First Post
This brings up to me, the crux of the matter, are Feats necessary?

Necessary in general? No, but they are movable, small units of character build customisation. I think they were one of the better changes moving from 2e to 3e. And I believe they are popular with 3e and 4e players.

By bundling feats into Specialisations, WotC are trying to find the compromise position between players wanting to spend more time customising their character mechanically, or more time on other things.

Necessary for dual wielding? No, but the core would have to swallow up the rules in the feat description, or it would need to become a class feature for e.g. Ranger.

It's a bit of a value judgement to decide whether a popular choice that needs a small tweak to work mechanically (i.e uses up a paragraph of rules text, like dual wielding) should be a feat or in the core.
 


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