What you are wanting to do with your game is entirely reasonable. Your email, though, could have stood to be a bit more... diplomatic.
However, the rules gaffes are a matter of some serious concern to me.
DrunkonDuty said:
>>>>>So lets just go with the rules as they are written rather than any re-interpretting/re-writing you may wish to do because you wanted the 2-weapon fighting but didn't want it to be inferior to 2-handed weapons. As it is you're already getting away with using a hand-and-a-half weapon in the off hand. Many folk would find that to be a bit OTT.
ANd by the way I think you'll find the versatility of 2 weapon fighting makes up for the slightly less damage. Certainly you get the benefit of using 2 bucklers. You could also get the benefit of the extra attack in terms of hitting a different opponent, using it to feint or trip etc.<<<<<<<
In 3.x rules, there is no such thing as a "hand-and-a-half weapon". The bastard sword and the dwarven waraxe are one-handed weapons. The key question is: does the character have the Exotic Weapon Proficiency feat with the weapon in question (note, Dwarven Fighters, Rangers, Paladins and Barbarians get the feat with the dwarven waraxe 'for free' in the 3.5 revision). If not, he shouldn't be using these weapons with one hand at all. If he does, then he's fine with what he's doing. (Remember, though, that the attack roll penalties with two one-handed weapons are -4/-4.)
As others have mentioned, two-weapon fighting doesn't allow the use of multiple bucklers, and has no bearing on feinting.
(Since you mention not understanding it: a feint is a standard action. The character makes a Bluff check, opposed by his opponent's Sense Motive check. If he succeeds, his opponent loses his Dex bonus to AC against the next melee attack you make against him. Typically, the option is of limited use to characters other than Rogues, although it can be good if the opponent has a huge Dex.)
DrunkonDuty said:
In response to accusations of rules misinterpretations: I stand guilty. When this campaign started I was brand new to 3.X. (I'd actually been overseas and away from gaming for several years.) Not so the players. I asked all the players to be honest and not rort the system on me. A pretty simple catch-all sort of thing to ask. I also said I would rely on them getting the rules for their characters right in the first place: I didn't want to have go and audit all the PCs later on.
The sad truth is that you can't trust this player to do so. He is either making mistakes, or is deliberately cheating. If the latter is true, I wouldn't play with the player any more... if I can't trust a player then they have no place at my table. However, you may choose to do otherwise.
In any case, there are clearly problems with at least one character in your group. At this point, I would be inclined to use the arrival of a new player to do a full audit of
all the characters "to better get a feel of how you really stack up in terms of power". Check every character thoroughly for rules errors. (The reason for checking all the characters? Two fold: if allows you to catch anyone else who has 'forgotten' a key rule, and it doesn't single out the problem player for special treatment.)
DrunkonDuty said:
Truth be told I've learnt a lot of the rules from here on Enworld. The rule books are the same old mess they've been since for ever but unlike when I was a kid I don't have the time or inclination to plough through them all and cross reference everything. Lazy? Yes but I have asked for help with the rules from the players. It'd be nice if that help would be a bit more honest.
You probably don't want to hear this, but I'm going to say it anyway: you
must read through the core rulebooks in detail at your earliest opportunity. Your lack of rules knowledge is undermining your authority as DM. Get the rules under control, and everything else will become that bit easier.
Oh, and certainly
don't allow any (more) supplements until you've got a handle on the core rules.