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General Tabletop Discussion
*Pathfinder & Starfinder
2 weapons vs. 2 handed weapon vs. weapon and shield
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<blockquote data-quote="slobo777" data-source="post: 6005419" data-attributes="member: 6694877"><p>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?</p><p></p><p>I'd rather see mechanical differences crop up that make the styles feel different, and not focus too much on damage. I think that a shield user should have best defense, and that 2-handers and dual wielders should get something <em>different </em>to each other that makes them better offensively.</p><p></p><p>Rolling twice to hit is not my favourite mechanic for dual wielding (it's far too literal, and IMO ignores the alleged abstractions in a D&D attack roll), but it does have the advantage as a simple approach that reminds you that the character has two weapons.</p><p></p><p>What would I do? Give 2-handed attackers + a little damage (just built into the weapon stats as it is now), and dual wielders the choice of fighting offensively (+1 to hit) or defensively (+1 to AC) on their turn. Feat chains could improve one or other (or both) of these options. Note the +1 to AC is <em>not</em> as good as a sword+shield, because there is a compromise on damage to dual wield.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6005419, member: 6694877"] 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? I'd rather see mechanical differences crop up that make the styles feel different, and not focus too much on damage. I think that a shield user should have best defense, and that 2-handers and dual wielders should get something [I]different [/I]to each other that makes them better offensively. Rolling twice to hit is not my favourite mechanic for dual wielding (it's far too literal, and IMO ignores the alleged abstractions in a D&D attack roll), but it does have the advantage as a simple approach that reminds you that the character has two weapons. What would I do? Give 2-handed attackers + a little damage (just built into the weapon stats as it is now), and dual wielders the choice of fighting offensively (+1 to hit) or defensively (+1 to AC) on their turn. Feat chains could improve one or other (or both) of these options. Note the +1 to AC is [I]not[/I] as good as a sword+shield, because there is a compromise on damage to dual wield. [/QUOTE]
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