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General Tabletop Discussion
*Pathfinder & Starfinder
Dual-weapon fighting is extremely lackluster
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<blockquote data-quote="I'm A Banana" data-source="post: 5991273" data-attributes="member: 2067"><p>It's weird. Its advantage is very situational. To compare it to other LV1 feats:</p><p></p><p>Acolytes & Dabblers get free magic.</p><p>Guardians get to impose disadvantage</p><p>Healers get the only thing in the game that can let you spend hit dice.</p><p>Jacks-of-all-Trades get skill training</p><p>Lurkers get advantage for being hidden</p><p>Necromancers get advantage for having killed before.</p><p></p><p>It's about in line with that, I think. Nothing the others can do at 1st level quite rivals the possibility of double damage.</p><p></p><p>I think 5e in general so far is very averse to damage spikes like that. Personally, I'd prefer if they kind of get over it, blow up HP a bit, give everyone something that can potentially double damage at first level, and have TWF-ers have that has theirs. </p><p></p><p>Sort of:</p><p></p><p>TWF-ers or fast ranged attackers make two attacks (2d8 melee, 2d6 ranged)</p><p>Two-handed fighters or heavy ranged attackers make an attack that deals double damage (1d8*2 or 1d6*2)</p><p>Shield-wielders can drop damage by half (1d8 damage, 1d8 negated)</p><p>Finesse fighters deal double damage with Advantage</p><p>Spellcasters...have friggin' magic laser beans that deal extra damage (Burning Hands might deal 1d8 damage, but it can usually hit 2 creatures at once; Cure Light Wounds can heal 1d8 damage while the Cleric wails on an enemy with their 1d8 warhammer). </p><p></p><p>I'm in favor of more awesome in my D&D, though. I'm also on record as saying max-damage crits are boring as plain toast, too.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5991273, member: 2067"] It's weird. Its advantage is very situational. To compare it to other LV1 feats: Acolytes & Dabblers get free magic. Guardians get to impose disadvantage Healers get the only thing in the game that can let you spend hit dice. Jacks-of-all-Trades get skill training Lurkers get advantage for being hidden Necromancers get advantage for having killed before. It's about in line with that, I think. Nothing the others can do at 1st level quite rivals the possibility of double damage. I think 5e in general so far is very averse to damage spikes like that. Personally, I'd prefer if they kind of get over it, blow up HP a bit, give everyone something that can potentially double damage at first level, and have TWF-ers have that has theirs. Sort of: TWF-ers or fast ranged attackers make two attacks (2d8 melee, 2d6 ranged) Two-handed fighters or heavy ranged attackers make an attack that deals double damage (1d8*2 or 1d6*2) Shield-wielders can drop damage by half (1d8 damage, 1d8 negated) Finesse fighters deal double damage with Advantage Spellcasters...have friggin' magic laser beans that deal extra damage (Burning Hands might deal 1d8 damage, but it can usually hit 2 creatures at once; Cure Light Wounds can heal 1d8 damage while the Cleric wails on an enemy with their 1d8 warhammer). I'm in favor of more awesome in my D&D, though. I'm also on record as saying max-damage crits are boring as plain toast, too. [/QUOTE]
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Dual-weapon fighting is extremely lackluster
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