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<blockquote data-quote="Bladesinger_Boy" data-source="post: 5070250" data-attributes="member: 87403"><p><strong>don't knock yourself out for Multiattack</strong></p><p></p><p>2 points</p><p></p><p>1) I don't think you're getting why TWF sucking is a prob. Two-Handed weapons getting three super attacks, with TWF fighter types getting three mediocre attacks and one crappy attack is not fair, should not be designed. We can't weaken TWF like that.</p><p></p><p>When I'm saying Two Weapon Fighting here, I'm talking broadly about fighting with two weapons and how those mechanics work. Not necessarily the "Two Weapon Fighting" feat. Just an FYI so we're on the same level.</p><p></p><p>Maybe Two Weapon Fighting works like this:</p><p>- you have two weapons, one in each hand</p><p>- your offhand damage is rolled together into the same attack roll of your primary attack</p><p>- use 1/2 your strength mod</p><p>- only apply precision damage like sneak attack once (that has been a niche in the past for TWFing types so maybe some way to change that- feat or something)</p><p>- use the lower attack between what would be your primary hand and your off hand bonuses (ex: if you have a +4 longsword in your primary hand and gain a +14 bonus overall, while your off hand is a +2 shortsword at a +12 bonus, so you make the single attack roll at +12)</p><p></p><p>Actually, as much as I did mention that fewer attack rolls meant empower single attack buffing effect like True Strike or Hunter's Mercy, it will also empower tactics stuff like feinting and then sneak attacking an opponent. Or charging. Or effects that are next attack only.</p><p></p><p>2) We want to reduce and consolidate the overall number of attack rolls made. So we want to avoid 6 or especially 8 or 10 attacks per round. Monsters follow their own trends in terms if number of attacks, damage, etc. Look at Dragons: bite, 2 claws, 2 wings, 1 tail slap. Mariliths: like 6 arms at like 4 attacks each = 24 attacks (if I remember correctly). This will fix <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> like the Mariliths four attacks per arm. But the fact that Dragons or Marilth still haver six different arms to attack with shows you there on a whole different scaling system. So don't knock yourself out trying to get PC mechanics to work when reverse engineering NPC rules. Multiattack, flurry... these are just ideas. I like the intention of fewer, simplier rules but I suspect Multiattack cannot be wok into proper PC TWFing.</p></blockquote><p></p>
[QUOTE="Bladesinger_Boy, post: 5070250, member: 87403"] [b]don't knock yourself out for Multiattack[/b] 2 points 1) I don't think you're getting why TWF sucking is a prob. Two-Handed weapons getting three super attacks, with TWF fighter types getting three mediocre attacks and one crappy attack is not fair, should not be designed. We can't weaken TWF like that. When I'm saying Two Weapon Fighting here, I'm talking broadly about fighting with two weapons and how those mechanics work. Not necessarily the "Two Weapon Fighting" feat. Just an FYI so we're on the same level. Maybe Two Weapon Fighting works like this: - you have two weapons, one in each hand - your offhand damage is rolled together into the same attack roll of your primary attack - use 1/2 your strength mod - only apply precision damage like sneak attack once (that has been a niche in the past for TWFing types so maybe some way to change that- feat or something) - use the lower attack between what would be your primary hand and your off hand bonuses (ex: if you have a +4 longsword in your primary hand and gain a +14 bonus overall, while your off hand is a +2 shortsword at a +12 bonus, so you make the single attack roll at +12) Actually, as much as I did mention that fewer attack rolls meant empower single attack buffing effect like True Strike or Hunter's Mercy, it will also empower tactics stuff like feinting and then sneak attacking an opponent. Or charging. Or effects that are next attack only. 2) We want to reduce and consolidate the overall number of attack rolls made. So we want to avoid 6 or especially 8 or 10 attacks per round. Monsters follow their own trends in terms if number of attacks, damage, etc. Look at Dragons: bite, 2 claws, 2 wings, 1 tail slap. Mariliths: like 6 arms at like 4 attacks each = 24 attacks (if I remember correctly). This will fix :):):):) like the Mariliths four attacks per arm. But the fact that Dragons or Marilth still haver six different arms to attack with shows you there on a whole different scaling system. So don't knock yourself out trying to get PC mechanics to work when reverse engineering NPC rules. Multiattack, flurry... these are just ideas. I like the intention of fewer, simplier rules but I suspect Multiattack cannot be wok into proper PC TWFing. [/QUOTE]
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