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*Dungeons & Dragons
Concept for Dual Wielder feat revision
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<blockquote data-quote="CTurbo" data-source="post: 7258178" data-attributes="member: 6855234"><p>I like dual wielding. It's great at low levels. The best at low levels when down right, but it's obviously lacking at high levels. I wish there was a way to have it scale better. I have house ruled a way for it to scale better in one of my campaigns. </p><p></p><p><strong>Dual Wielding Master </strong></p><p><em>Prerequisite: Dual Wielder </em></p><p></p><p>When you use your Bonus action to make an attack with an off-hand weapon you are holding, you can attack an equal number of times as your Attack Action. </p><p>When you use your reaction to make an AoO, you can make one attack with each weapon you are holding. </p><p></p><p></p><p></p><p></p><p></p><p>So yeah it's simple, you need TWO feats to get there so that's a lot of tax to pay, but I think it brings the Dual Wielding option back into the competitive fold with GWM if not even a little better at times.</p><p></p><p>Yes, a 20 level TWF Fighter would get 8 attacks per round with potentially 2 more with AoO. Let's do some math. </p><p></p><p>Lets assume level 20, 20 Str Fighter with the TWF style, and two battle axes. Both DW feats and no magic. </p><p>8d8+40 damage per turn with a possible 2d8+10 more = 76 + possible 19 more = 95</p><p></p><p>Now lets assume a level 20, 20 Str Fighter with GWF and GWM and a Greataxe. </p><p>4d12+20 damage per turn without the -5/+10 with a possible 2d12+10 more = 46 + possible 23 more = 69 (rerolls 1 and 2s would add ~5-7 damage total)</p><p>4d12+60 damage per turn WITH the -5/+10 with a possible 2d12+30 more = 86 + possible 43 more = 129 (rerolls 1 and 2s would add ~5-7 damage total)</p><p></p><p></p><p>As you can see, my Dual Wielding house rule puts it square in the middle of the GWF with and without GWM's -5/+10. Of course this assumes all hits and we know the -5/+10 user will not hit quite as much bringing that 129 damage down a little bit but probably still keeping it above the 95 from having 8 attacks. This is the most extreme case for this Dual Wielder too. </p><p></p><p></p><p>For the record, I don't think the Dual Wielding feat is THAT bad on it's own. It gives you +1 to AC, and basically +1 to damage per attack. That's not terrible on characters with the TWF style. Wouldn't even consider it for any other character though.</p></blockquote><p></p>
[QUOTE="CTurbo, post: 7258178, member: 6855234"] I like dual wielding. It's great at low levels. The best at low levels when down right, but it's obviously lacking at high levels. I wish there was a way to have it scale better. I have house ruled a way for it to scale better in one of my campaigns. [B]Dual Wielding Master [/B] [I]Prerequisite: Dual Wielder [/I] When you use your Bonus action to make an attack with an off-hand weapon you are holding, you can attack an equal number of times as your Attack Action. When you use your reaction to make an AoO, you can make one attack with each weapon you are holding. So yeah it's simple, you need TWO feats to get there so that's a lot of tax to pay, but I think it brings the Dual Wielding option back into the competitive fold with GWM if not even a little better at times. Yes, a 20 level TWF Fighter would get 8 attacks per round with potentially 2 more with AoO. Let's do some math. Lets assume level 20, 20 Str Fighter with the TWF style, and two battle axes. Both DW feats and no magic. 8d8+40 damage per turn with a possible 2d8+10 more = 76 + possible 19 more = 95 Now lets assume a level 20, 20 Str Fighter with GWF and GWM and a Greataxe. 4d12+20 damage per turn without the -5/+10 with a possible 2d12+10 more = 46 + possible 23 more = 69 (rerolls 1 and 2s would add ~5-7 damage total) 4d12+60 damage per turn WITH the -5/+10 with a possible 2d12+30 more = 86 + possible 43 more = 129 (rerolls 1 and 2s would add ~5-7 damage total) As you can see, my Dual Wielding house rule puts it square in the middle of the GWF with and without GWM's -5/+10. Of course this assumes all hits and we know the -5/+10 user will not hit quite as much bringing that 129 damage down a little bit but probably still keeping it above the 95 from having 8 attacks. This is the most extreme case for this Dual Wielder too. For the record, I don't think the Dual Wielding feat is THAT bad on it's own. It gives you +1 to AC, and basically +1 to damage per attack. That's not terrible on characters with the TWF style. Wouldn't even consider it for any other character though. [/QUOTE]
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