Without feats they are roughly as good. With feats the extra cleave attack tends to give GWF the edge. If you can offset the -5 to hit for +10 damage GWF leaves TWF in the dust.
TWF is still left clearly in the dust. It is inherently bad compared to Polearm especially, less so to GWM, but 5+ GWM wins easily. My suggestions are to either give Rend (Double prof damage if both a main hand and offhand attack hit) or a second bonus attack at 11 as part of Dual Wielder. I'm still debating between the two.Yep if you change the -5/+10 mechanic to +1 stat, things are fine.
They don't though. By 5 (or 6 at the latest going by DMG treasure hordes) a GWF has plate at which point TWF is 3 AC behind if they wear Light armor (12+3 = 15 AC), or 1 AC if they wear Medium Armor and have 2 dex (15+2).At least they have +1 AC in that situation.
Comparing everything equally isn't comparable to real play as boosting stats comes at a tradeoff of not picking feats. In most cases feats and stats are mostly evenI do all of my comparisons by comparing equal characters in all regards.
One could try to argue that +1 AC is worth Stealth and +2 Init. I wouldn't agree, but that should be the argument, not "TWF has +1 AC".If they go for Dex instead, they trade AC for Stealth and Initiative. Medium Armor already shows that the designers think +1 AC is worth Disadvantage to Stealth.
Agreed. My Ranger takes it at 12 after bumping Str/Dex, Fighter at 8.Now, at 4th level, yes, you'd be giving up a Str or Dex adjustment for Duel Wielder; that's not the time to take it. Maxing Str or Dex is going to be more important at the low levels, especially as it already gives to hit and damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.