Indeed. I am not really convinced that it was that important for balance, either. I think with little tweaks (and maybe even without any) it would have been fair to make it a single enhancement.Wolfwood2 said:What always turned me off double weapons was the requirement that you had to enchant each end separately. I understand the balance reasons behind it perfectly, but it was maybe the most obviously artificial restriction for mechanical game balance in the entire game. If a wizard is enchanting a quarterstaff then it's a magic quarterstaff. You shouldn't need to do both ends!
Aye, that was the number one stupidest rule of 3.x for me.Wolfwood2 said:What always turned me off double weapons was the requirement that you had to enchant each end separately. I understand the balance reasons behind it perfectly, but it was maybe the most obviously artificial restriction for mechanical game balance in the entire game. If a wizard is enchanting a quarterstaff then it's a magic quarterstaff. You shouldn't need to do both ends!
Kzach said:Ugh. I hate double-weapons. Easily one of the worst things in 3.x.
Agreed. If only 3e had come out a year earlier, or Phantom Menace a year later, we wouldn't have these idiotic Darth Maul wannabes.Kzach said:Ugh. I hate double-weapons. Easily one of the worst things in 3.x
TWF was around in 2e at least (I don't recall it in 1e, but I didn't own many 1e supplements), while double weapons are new as of 3e. Furthermore, double weapons have very little basis in reality. Since 4e is even less simulationist than earlier editions, neither of those may mean anything, but they're at least reasons.Wormwood said:If TWF exists, I can't think of a reason why double-weapons shouldn't.