the Jester said:Well, the two-weapon fighting bonus you suggest makes shields less valuable in defense than a secondary weapon. I don't like that. The penalties you take for 2WF are balanced by the extra attacks you get- you're basically setting 2wf up to be better than weapon and shield. Also, you add a whole new layer of complexity to the game by saying that 'sometimes you get this bonus, and sometimes you don't.' It's often tough enough to calculate your final attack bonus and AC, especially in high-level play- I don't think the increase in complexity (though slight) pays for itself with increased realism.
In fact, I think you're trying to inject too much realism into the game. After all, we all know that a direct hit by greatsword is going to kill any normal man, or at least leave you incapacitated, but if you're a 3rd-level fighter in dnd it won't. Give up anything deeper than a blase facade of realism when you're playing dnd and you may find that you're happier with the way the game runs.
If you do elect to make changes like this to your game, I recommend that you very carefully look at balance issues- you're basically telling people not to bother with shields with your two-weapon change, for instance, and giving two-handed blades bludgeoning damage defeats one of the few weaknesses of the two-handed blades (DR x/bludgeoning).
Maybe you wouldn't be bothered by the changes to game balance caused by these changes, but I would. Third edition is very well-balanced, and improving some weapons throws that balance off. In your initial post you imply that rebalancing the game is easy; I would disagree, but YMMV.
I agree with great enthusiasm.
TWF:
In addition the assumption is that if you have the TWF feat you automaticaly are an expert at it. This also nulifies the additional TWF feats out there. The reality is that in history VERY FEW every fought with two weapons or one reason - it is INCREDIBLY difficult. Perhaps not to a Master of Martial Arts - but a 1st level character with the TWF feat is certainly not a "Master". This level of mastery required has been documented and seen in practice in virtualy every martial arts dicipline in the world - including the far east.
I would suggest - To get the same result you are looking for - add Homemade feats:
Example (these may already exist someplace in one form or another):
Two Weapon Blocking:
Prereq: TWF, TWD, There should be at least on more - what ???
You may use your offhand attack (provided you have not already used it during the round) to attempt to block an attack by a melee weapon that has hit you. Make an attack role; if it beats the attack roll your opponent made to hit you the attack is blocked (and one of your offhand attacks has been used up). If the opponant made a critical hit and it is confirmed via the second dice roll it cannot be blocked in this manner.
Extra Note: Perhaps also allow an improved version that lets them burn AoO's in the same way - with a limit per round.
IMO In this way it "costs" the character something (a core cocept of all gaming mechanics), it does not allow a newbie PC to get a massive booster to AC, it does not make the sheild obsolete and it does not allow the character to "double up" on one feat (defense and offense with TWF in this case).
Feats exist for this purpose and why there are so darn many of them; to allow characters to do amazing things. However your ideas are "freebies" that add to existing feats with no cost at all to the character - in your game world everyone who swings a sword would be stupid not to swing two of them seeing as a get a +2 right of the bat to AC plus the TWD feats...plus the Dex Bonuses that come with the high Dex required to get TWF feats...