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A TWF revision?
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<blockquote data-quote="Li Shenron" data-source="post: 7464298" data-attributes="member: 1465"><p>I think that being able to split attack is the primary defining feature of 2WF. Without it, it becomes almost a cosmetic difference, except in corner cases (e.g. two magic weapons with different effects). But that unique feature is lost as soon as you would get Extra Attacks, at which point you can have at least 2 different targets per round no matter the choice of weapon.</p><p></p><p></p><p></p><p>Uhm... isn't sneak attack limited to once per turn?</p><p></p><p></p><p></p><p>Anyway, I don't see much problems with Hex or Hunter's Mark. The bonus action is required only at the beginning to cast the spell (and it could have been a whole action, so I'd rather see the bonus action as something to be happy about rather than a limitation) and when changing to a different target. Most of the times this happens when the previous target becomes innocuous (dead, incapacitated, runaway etc.). It becomes action-costly when fighting lots of small enemies, but that just means these spells work better against few large enemies. I still think these spells are <em>very strong</em>.</p><p></p><p>I'd be more worried about Cunning Action... not all Rogues use this on a regular basis, but certainly some of them use it all the time, and it actually feels somewhat appropriate thematically for a Rogue to combine high mobility with 2WF because both of them represent being <em>fast</em>. So this is the only case when I'd be tempted to flat-out rule that you can do both things in the same turn i.e. use Cunning Action <em>and</em> get an attack with the off-hand weapon.</p><p></p><p>---</p><p></p><p>With a bit more courage, it would be possible also to just house rule that the off-hand weapon attack of 2WF doesn't require a bonus action at all, and it's instead part of the same attack actions. That would be a very simple house rules.</p><p></p><p>How could this break the game in favor of 2WFers? Let me see what kind of things the 2WFer could do with that bonus action, if she doesn't need to use it for the off-hand attack [this is not a complete list]:</p><p></p><p>- enter/end a Rage (Barbarian)</p><p>- get an extra attack (Berserker, War Cleric)</p><p>- use Bardic Inspiration (Bard)</p><p>- use Wildshape or heal during it (Moon Druid)</p><p>- use Second Wind (Fighter)</p><p>- activate some maneuvers (Battlemaster)</p><p>- get one or more extra attacks (Monk)</p><p>- Disengage or Dash (Rogue, Monk, some Totem Warriors)</p><p>- Hide (Rogue, Ranger)</p><p>- Dodge (Monk)</p><p>- make some ability checks or use an object (Thief)</p><p>- converting spell slots (Sorcerer)</p><p>- control a pet (Beastmaster)</p><p>- cast or control some spells (many classes)</p><p></p><p>Most of these aren't going to be done much more often than once per combat <em>or</em> they actually have another cost (slot, ki or another limited resource) so I wouldn't worry about them being overpowered if used together with 2WF.</p><p></p><p>I would probably however rule against those which grant yet another extra attack.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7464298, member: 1465"] I think that being able to split attack is the primary defining feature of 2WF. Without it, it becomes almost a cosmetic difference, except in corner cases (e.g. two magic weapons with different effects). But that unique feature is lost as soon as you would get Extra Attacks, at which point you can have at least 2 different targets per round no matter the choice of weapon. Uhm... isn't sneak attack limited to once per turn? Anyway, I don't see much problems with Hex or Hunter's Mark. The bonus action is required only at the beginning to cast the spell (and it could have been a whole action, so I'd rather see the bonus action as something to be happy about rather than a limitation) and when changing to a different target. Most of the times this happens when the previous target becomes innocuous (dead, incapacitated, runaway etc.). It becomes action-costly when fighting lots of small enemies, but that just means these spells work better against few large enemies. I still think these spells are [I]very strong[/I]. I'd be more worried about Cunning Action... not all Rogues use this on a regular basis, but certainly some of them use it all the time, and it actually feels somewhat appropriate thematically for a Rogue to combine high mobility with 2WF because both of them represent being [I]fast[/I]. So this is the only case when I'd be tempted to flat-out rule that you can do both things in the same turn i.e. use Cunning Action [I]and[/I] get an attack with the off-hand weapon. --- With a bit more courage, it would be possible also to just house rule that the off-hand weapon attack of 2WF doesn't require a bonus action at all, and it's instead part of the same attack actions. That would be a very simple house rules. How could this break the game in favor of 2WFers? Let me see what kind of things the 2WFer could do with that bonus action, if she doesn't need to use it for the off-hand attack [this is not a complete list]: - enter/end a Rage (Barbarian) - get an extra attack (Berserker, War Cleric) - use Bardic Inspiration (Bard) - use Wildshape or heal during it (Moon Druid) - use Second Wind (Fighter) - activate some maneuvers (Battlemaster) - get one or more extra attacks (Monk) - Disengage or Dash (Rogue, Monk, some Totem Warriors) - Hide (Rogue, Ranger) - Dodge (Monk) - make some ability checks or use an object (Thief) - converting spell slots (Sorcerer) - control a pet (Beastmaster) - cast or control some spells (many classes) Most of these aren't going to be done much more often than once per combat [I]or[/I] they actually have another cost (slot, ki or another limited resource) so I wouldn't worry about them being overpowered if used together with 2WF. I would probably however rule against those which grant yet another extra attack. [/QUOTE]
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