If a player ever wants to, though no one has taken me up on this offer yet, I have some custom materials that let you, with some investment, dual-wield greatswords ala FromSoft games. Hopefully a player will one day go into combat against me with two greatswords, one in each hand.One of our players has been using two longswords since the 80s. It wasn't rules legal then, so I guess it's OK to let him carry on.
Hopefully the rest of your team will be there too.If you only attack once, topple won't add any damage.
It doesn't feel good, though... When you're rolling a d12, getting a 3 feels the same as a 1. It's only good for greatsword.No one feels good rolling a 1 or 2 for damage. Knowing you'll at least do 3 damage, or 6 with a Greatsword, is nice. It feels like a strong baseline
Good point. Though TWF would get more out of those.Does it apply to all damage?
I.e. smite, hunter's mark, Divine favor
Feels a lot better than getting a 1 or a 2. I've played with this mastrey and I prefer it. I know other people have, and this is not an opinion only I have espoused.It's not, though. When you're rolling d12, getting a 3 feels the same as a 1. It's only good for greatsword.
If you have advantage from teamwork, topple adds 0 damage. (Though could still be good for positioning).Hopefully the rest of your team will be there too.
Graze is fine in empty-room no-advantage-from-teamwork DPR scenarios, I just don't see it being an attractive mastery.
If you already have advantage from teamwork then ones like vex do even less. Nick is a given if you dual wield. But beyond that nothing else really does a lot either.Hopefully the rest of your team will be there too.
Graze is fine in empty-room no-advantage-from-teamwork DPR scenarios, I just don't see it being an attractive mastery.
Alright.
I still think it is (clearly) a nerf to Dual Wielder that you can't wield two non-Light weapons. I get that Nick requires the Light property, so for optimization purposes you would always want to have a light weapon in at least one hand. Personally, I think Nick should not be tied to the Light property, but that's another separate gripe.
Edit:
Here's how I would have written a 5.5e Dual Wielder feat.
Dual Wielder
Prerequisite: Must be proficient with at least one martial finesse weapon, and 4th level or possess the Weapon Mastery feature.
You may use the rules for dual wielding so long as both weapons have either the light or finesse property, and you can make the associated additional attack as part of the Attack action, rather than as a Bonus action. This allows you to use your Bonus action for something else, if you desire. Further, any finesse weapon you wield may use its normal mastery property, or Nick, but you can only make use of one mastery property each round, chosen when you attack with that weapon.
You also gain a +1 bonus to AC while wielding two one-handed weapons with either the light or finesse property, and any time you would be able to draw a weapon, you may draw two one-handed weapons, so long as each weapon has either the light or finesse property.
That is way to much for the feat, also remember that all of our feats give us a +1 to a stat like dex for this one.
The bonus for the dual weld feat has moved from welding 2 d8 weapons to having a 4th attack (assuming mastery) which is much better in my opinion. 2-3 bonus damage on average from the larger weapon to and extra 1d6 (possibly+modifier) damage is a vast improvement even if it does take your bonus action.
What we need is a rule on rapiers that state that if you wielding a dagger in your off hand the rapier counts as being light. How ever with how amazing defensive dualists is I would be using that and the great ac bump instead of the minor damage bump.