Fighting Styles: One Weapon, No Shield, and the fighter and rogue

Xeviat

Dungeon Mistress, she/her
Hello everyone! I'm going to start out by saying that I'm aware the game isn't entirely about combat, and combat isn't entirely about damage. But, I'm of the belief that, all other things being equal, damage should be equal, or at least reasonably close to being equal.

D&D is about options. An option isn't truly an option if it is grossly more powerful than, or grossly weaker than, the other options. Either it's a trap, or it becomes a must have.

One place where D&D shines is in the options of what fighting style you're choosing for your character. You can choose weapon or spell, and that dictates your class choices to a degree. Within spells, you have a plethora of spells to chose from, even among the lowly cantrips that will be your bread and butter. Within weapons, you get two choices: You choose which weapon you want specifically, and you also chose which style you're going to follow.

Are you going to wield a one-handed weapon and a shield? Are you going to wield a two-handed weapon? Are you going to go for ranged? Thrown? Two light weapons? But one style is left out: one-handed weapon, empty off-hand.

Yes, yes, no one would do this out on the battlefield; either you used a two-handed weapon or you used a shield (or one of the rare two-weapon styles). I don't care about reality. I care about genre emulation and believability. I'd like to see fighters and rogues run around with a single weapon and an empty off-hand. The empty hand has value. You can grab people, you can climb and fight, and you can easily access your potions. But, you take a huge power hit to have an empty off-hand.

To make matters worse, lets talk about the Rogue. Because of the way Sneak Attack works, the Rogue heavily favors TWFing. The amount of damage you give up not two-weapon fighting (or not going for Crossbow Expert's bonus action attack) is ludicrous. How much damage do you give up? Well, lets see. Here's a damage estimation using an Assassin Rogue, rapier vs two shortswords. I have assumed that the rogue gets to attack with surprise half the time. I am assuming 3 round combats, and 6 combats per day. I'm assuming a 65% hit chance. At 20th level, I'm ignoring Stroke of Luck on attacks, because I can't figure out how to work it into my excel sheet (what's the chance of the rogue missing at least once over 3 rounds ...).

(Deleted the numbers, the formatting wasn't working)

So the rapier wielder averages out to 78.5% behind the dual shortsword wielder in damage. This is such a drop that I cannot imagine playing a rogue without using two weapons. Yes, the rapier wielder has access to their Cunning Action every round, but the two-weapon rogue only loses a tiny bit of damage if they forgo their second attack if the first attack hits; the second attack is just sneak attack insurance

So, what could having an empty off-hand do for you? Well, you can put a shield in it and get +2 AC; giving up the damage of a two-handed weapon for some AC is a perfect trade off. What if having an empty off-hand gave you +2 to hit?

The Archery style already gives +2 to hit, so it's a concept that's already in the game. Pillars of Eternity gives an accuracy boost for using a single one-handed weapon. And simple reason (not practical experience, mind you) says that the main-hand forward stance of fencing gives you more control than the main-hand back stance of using a shield. That sounds good.

So, that's balanced on the fighter; the fighter is choosing +2 AC or +2 to hit. It broadens out the styles too:

Single Weapon, Shield: Extra AC
Single Weapon, Empty: Extra Accuracy
Two-Handed Weapon: Extra Damage
Two Light Weapons: Extra Attacks

Sounds like choices to me.

So what does this do to the rogue? I entered the attack bonus, and the rapier rogue's damage went up. But it didn't go up enough. Then I changed sneak attack's damage die to match the weapon's damage die, and boom, I was sold.

(chart deleted)

This leaves the rapier wielder at 89.8% of the damage of the dual shortsword wielder. They're still behind, but not significantly so. They're going to also have an easier time hitting high AC foes. Having a solitary, higher damage attack might help them drop a foe earlier, while the dual shortsword rogue has more consistent damage.

Since sneak attack still has a finesse weapon requirement, you won't run into rogues sneak attacking with greatswords (I crunched the numbers, it deals 115% more damage than the shortswords). A 1d10 finesse two-hander (non-heavy) would actually be fine, dealing 93% the damage that two shortswords deal ... well, I just sold myself on the 1d8 finesse, versatile (1d10) katana. Oops.
 
Last edited:

log in or register to remove this ad

Not a totally bad Idea. +2 Attack is huge. Maybe charge a bonus action to add a +3 bonus to a single attack that would otherwise miss. Otherwise there is no opportunity cost as all other fighting styles have. Also I really did like the variant human racial anility of 4e. You don't want +2 to opportunity attacks as a two weapon wielder would be seriously disqdvantaged. Also having a free hand is a big advantage for some builds and you want to avoid overpowered combos. Spending your bonus action should prevent most abusive combos.
 
Last edited:



Unarmed in one hand can already grapple and cast spells, which the others can't do.

This is exactly what I was going to say.

Xeviat, in your OP you lay out all the advantages of having an empty hand, and then you just kinda shrug them off. Not sure I get that.

That said, if your numbers check out then I think it is definitely a clever way to try to balance what you perceive as an imbalance. Overall I think that the versatility of an open hand piled onto the accuracy boost you're suggesting basically guarantees every rogue I ever play in your game would go one-weapon style.

One side effect of this is that bladelocks and many valor bards gain a lot at basically no cost; they need a hand free for spell casting anyway, and locks don't even get shield proficiency. So it's kind of a freebie for them. Do they really need it?
 

Because of the way Sneak Attack works, the Rogue heavily favors TWFing.

I'm not sure I agree with you here. A rogue gets Sneak Attack bonus damage once per round. Having the option of a second weapon simply means another chance at getting the damage, not automatic damage. Did your numbers reflect this?

I have assumed that the rogue gets to attack with surprise half the time.
Do you mean Sneak Attack? Surprise is something different.

So the rapier wielder averages out to 78.5% behind the dual shortsword wielder in damage.

That seems way too much. Recheck the numbers.

A rogue (level 1, DEX 16) with a rapier can do, at most, 1d8 + 3 + 1d6 (mean 11) non-crit damage a round. The same Rogue with two short swords can do, at most, 2d6 + 3 + 1d6 (mean 13.5). At higher levels the difference decreases (as the sneak attack overshadows the weapon damage). How do you get 78% behind?

Note also that having a weapon in that second hand means that the Rogue can't use a potion or swing from a chandelier or throw an oil flask or bag of caltrops.
 


I'm not sure I agree with you here. A rogue gets Sneak Attack bonus damage once per round. Having the option of a second weapon simply means another chance at getting the damage, not automatic damage. Did your numbers reflect this?

My baseline was 65% chance to hit. Having two attacks boosts that all the way to 87.75% chance to land at least one attack. Factoring in the increased chance of landing a crit nets you a big boost in sneak attack damage.


Do you mean Sneak Attack? Surprise is something different.

Nope, I did mean surprise. I'm using the assassin subclass. Surprise turns hits into crits on the first round. I assumed that an assassin player will be striving for these surprise attacks (trying to stay stealthed between fights) but that they wouldn't succeed all the time.

That seems way too much. Recheck the numbers.

Okay, checked them ... nope, that's what it is. 65% to 87.75% chance to sneak attack is a big gain. They don't deal much damage except for sneak attack.

A rogue (level 1, DEX 16) with a rapier can do, at most, 1d8 + 3 + 1d6 (mean 11) non-crit damage a round. The same Rogue with two short swords can do, at most, 2d6 + 3 + 1d6 (mean 13.5). At higher levels the difference decreases (as the sneak attack overshadows the weapon damage). How do you get 78% behind?

Not 78% behind; 78% of what the shortsword wielder does.

1d8+3+1d6 (11) at 65% is 7.15.

1d6+3 (7.5) at 65% is 4.875; 1d6 (3.5) at 65% is 2.275; 1d6 sneak attack (3.5) at 87.75% is 3.07; totaled to 12.84; rapier is doing 56% what the shortswords are doing.

My rapier is 1d8+3+1d8 (12) at 75% for 9; still less than the shortswords at this level. You'll note that even with my change, the rapier is dealing less than the two shortswords, so they are still losing some power in return for having their bonus action and hand free.

Note also that having a weapon in that second hand means that the Rogue can't use a potion or swing from a chandelier or throw an oil flask or bag of caltrops.

Less options, more power; more options usually doesn't equate to such a dramatic loss of power.

The ability to grab and do other things with the offhand is a minor increase in options; those things tend to take actions or attacks too, so it's not like having an empty hand lets you attack and do those things without giving up other attacks (which the rogue doesn't have multiattack).
 

Except the rapier user can actually use their bonus action still. Like for hiding. So the chance of hitting is the same, but the chance of a critical Sneak Attack is higher for the rapier. The downside being less damage normally.
 

You're giving up offensive power for flexibility. That seems pretty fair to me. A dual-wielder can't grab the rope. A dual-wielder can't swing from the chandelier. A dual wielder cannot pull the curtain down atop the hapless guards. A dual-wielder cannot hold a torch in one hand and the sword in the other. A dual-wielder cannot grab a chair as an improvised shield. Etc.
 

Remove ads

Top