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General Tabletop Discussion
*Pathfinder & Starfinder
Archer and Dual Wielder Specialties: What am I missing?
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<blockquote data-quote="Bow_Seat" data-source="post: 5996302" data-attributes="member: 6698793"><p>Okay so here is my two cents on the TWF mechanic. This is purely math and mechanics, I don't know crap about real sword fighting.</p><p></p><p>In short:</p><p>1) crit chances don't matter for average dpr</p><p>2) similarly crit misses don't matter for average dpr</p><p>3) rounding error is at most 2 points of damage over the round (meaningful at lvl1, not at lvl20)</p><p>4) splitting attacks is meaningful only if you can</p><p>-------a) imposed a non-halvable condition</p><p>-------b) kill one of the creatures hit</p><p>5) dropping die size by 1 reduces average dpr by 2 points, not very meaningful</p><p></p><p>My suggestions include doing at least one of the following:</p><p></p><p>1) allow only stat bonuses to not be halved. This would increase dpr by a <strong>max</strong> of 5 per round</p><p>2) drop the finesse requirement. This would increase dpr by approx. 2 per round, depending on weapon choice</p><p>3) specifically round up. This woud increase dpr by a <strong>max</strong> of 2 per round</p><p></p><p></p><p>personally I think the feat is great as is, but I completely understand the feelings of people who like TWF who feel like they are paying a feat tax, and I do not think it is unreasonable to give TWF a <strong>*slight*</strong> damage catch up so that it averages out something like</p><p>Damage: S&B < TWF < THF</p><p>Defense: S&B > TWF > THF</p><p></p><p></p><p>Edit: I'm not sure on the final ruling for CS and SA, but for TWF just to be <strong>equal</strong> in damage these need to not be halved, because each will only apply on one hit. if they could apply on both then they would need to be halved, but this is not the case.</p></blockquote><p></p>
[QUOTE="Bow_Seat, post: 5996302, member: 6698793"] Okay so here is my two cents on the TWF mechanic. This is purely math and mechanics, I don't know crap about real sword fighting. In short: 1) crit chances don't matter for average dpr 2) similarly crit misses don't matter for average dpr 3) rounding error is at most 2 points of damage over the round (meaningful at lvl1, not at lvl20) 4) splitting attacks is meaningful only if you can -------a) imposed a non-halvable condition -------b) kill one of the creatures hit 5) dropping die size by 1 reduces average dpr by 2 points, not very meaningful My suggestions include doing at least one of the following: 1) allow only stat bonuses to not be halved. This would increase dpr by a [B]max[/B] of 5 per round 2) drop the finesse requirement. This would increase dpr by approx. 2 per round, depending on weapon choice 3) specifically round up. This woud increase dpr by a [B]max[/B] of 2 per round personally I think the feat is great as is, but I completely understand the feelings of people who like TWF who feel like they are paying a feat tax, and I do not think it is unreasonable to give TWF a [B]*slight*[/B] damage catch up so that it averages out something like Damage: S&B < TWF < THF Defense: S&B > TWF > THF Edit: I'm not sure on the final ruling for CS and SA, but for TWF just to be [B]equal[/B] in damage these need to not be halved, because each will only apply on one hit. if they could apply on both then they would need to be halved, but this is not the case. [/QUOTE]
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