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*Dungeons & Dragons
A take on dual wielding
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<blockquote data-quote="clearstream" data-source="post: 9464982" data-attributes="member: 71699"><p>What seems like an undeniable miss in the new edition is dual wielding, which takes a kind of Voltron approach to rule construction. Here is what I see as the relevant text</p><p></p><p style="margin-left: 20px"><strong>Attack action</strong>: You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Interacting with Things</strong>: You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Light</strong>: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Nick</strong>: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Dual Wielder</strong>: When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.</p><p></p><p>The miss of course is the possible construal that a character can make that extra attack with a weapon they've just then equipped. It could even be interpreted to allow board and dual-sword, or a one-armed ranger to strike with first one and then a different scimitar that they've only just drawn. Whether or not one believes a free interaction allows equipping a weapon, it surely allows dropping one, freeing up the hand.</p><p></p><p>The example could guide toward insisting that the second attack must be with a different weapon <em>in the other hand</em>, but that still contains holes. The take I prefer is to read that the check for what counts as a "different weapon" is made at the first moment you attack with a light weapon and "sees" only those valid to attack with (i.e. equipped) at that time. Characters can normally have only one weapon equipped per hand, so the "different weapon" must be one in the other hand, which is the one now qualified to make the extra attack. That seems to sustain appealing play and I haven't yet noticed any residual glitches... although perhaps others have spotted something I've missed?</p><p></p><p>EDIT Note for latecomers that while this conversation is proving productive, I changed my mind about needing the weapon equipped. I now believe the whole "different weapon" requirement erroneous.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9464982, member: 71699"] What seems like an undeniable miss in the new edition is dual wielding, which takes a kind of Voltron approach to rule construction. Here is what I see as the relevant text [INDENT][B]Attack action[/B]: You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack.[/INDENT] [INDENT][/INDENT] [INDENT][B]Interacting with Things[/B]: You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.[/INDENT] [INDENT][/INDENT] [INDENT][B]Light[/B]: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.[/INDENT] [INDENT][/INDENT] [INDENT][B]Nick[/B]: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.[/INDENT] [INDENT][/INDENT] [INDENT][B]Dual Wielder[/B]: When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.[/INDENT] The miss of course is the possible construal that a character can make that extra attack with a weapon they've just then equipped. It could even be interpreted to allow board and dual-sword, or a one-armed ranger to strike with first one and then a different scimitar that they've only just drawn. Whether or not one believes a free interaction allows equipping a weapon, it surely allows dropping one, freeing up the hand. The example could guide toward insisting that the second attack must be with a different weapon [I]in the other hand[/I], but that still contains holes. The take I prefer is to read that the check for what counts as a "different weapon" is made at the first moment you attack with a light weapon and "sees" only those valid to attack with (i.e. equipped) at that time. Characters can normally have only one weapon equipped per hand, so the "different weapon" must be one in the other hand, which is the one now qualified to make the extra attack. That seems to sustain appealing play and I haven't yet noticed any residual glitches... although perhaps others have spotted something I've missed? EDIT Note for latecomers that while this conversation is proving productive, I changed my mind about needing the weapon equipped. I now believe the whole "different weapon" requirement erroneous. [/QUOTE]
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