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GWF vs. TWF Fighting styles
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<blockquote data-quote="SuperZero" data-source="post: 6733218" data-attributes="member: 6690219"><p>An extra attacks makes you more likely to hit at least once, which can matter if you have bonus damage you can only use once (sneak attack or smites, perhaps), but it doesn't really impact how much damage you do overall, otherwise. You're also more likely to <em>miss</em> at least once, after all.</p><p></p><p>If you're talking about the actual Fighter/Paladin/Ranger fighting styles, TWF adds your ability modifier in damage to one attack, so that's 3-5 damage times your chance of hitting. GWF increases your average damage with every strike. With a 2d6 weapon, it raises average damage from 7 to... (3.5 +3.5 +3 +4 +5 +6)/3 = 8 1/3. So the improvement over not having the ability is 1 1/3 damage times your chance of hitting times your number of attacks.</p><p>So the TWF fighting style itself is stronger until you have four attacks, at which point GWF inches ahead. But those class features aren't the only difference between the two.</p><p>A dual-shortsword user with 16 Strength or Dexterity deals an average of 6.5 damage times (number of attacks +1) using both his Action and Bonus Action. A greatsword user with 16 Strength deals an average of 11.33... damage times number of attacks using only her Action. The dual-wielder is ahead when they only have one attack per Action (13 vs 11.33... damage), but falls behind as soon as they've got just their first Extra Attack (19.5 vs 22.66... damage, or 22.5 vs 24.66... if they improved their attack stats at level 4). And the greatsword user still has a leftover bonus action she might have a use for.</p><p></p><p>If you're using feats, the dual Wielder might take Dual Wielder to improve his damage by an average of one per attack. The greatweapon fighter takes Great Weapon Master, giving her occasional Bonus Action attacks (although obviously less commonly than the dual wielder's) and the ability to trade attack bonus for damage. Damage is nearly doubled, so unless taking the penalty halves your hit chance, that's a net gain.</p><p>Dual Wielder does give a defense benefit this doesn't account for, though.</p><p></p><p>Now, I'm not somebody who worked this out before. I did it as I went along because I thought it was an interesting question. So I might have made a mistake or overlooked something, but I think this is about right.</p><p>There are advantages to TWF outside of the raw damage, though. The ability to split damage between different targets might sometimes be useful, particularly when fighting a larger number of weaker enemies. The dual-wielder can also continue attacking when disarmed of one of his weapons or if he needs to use one of his hands for something else, albeit at a reduced rate, while the greatweapon fighter must rely on a back-up weapon--assuming she even has one--and take the time to swap it out.</p><p>The dual-wielder can also be Dexterity-based, which might improve some of his other characteristics. And as I noted, the improved ability to land at least one attack <em>is</em> quite useful for rogues. And hey, maybe being less likely to fail outright is appealing to you, even if you're also less likely to succeed completely.</p></blockquote><p></p>
[QUOTE="SuperZero, post: 6733218, member: 6690219"] An extra attacks makes you more likely to hit at least once, which can matter if you have bonus damage you can only use once (sneak attack or smites, perhaps), but it doesn't really impact how much damage you do overall, otherwise. You're also more likely to [i]miss[/i] at least once, after all. If you're talking about the actual Fighter/Paladin/Ranger fighting styles, TWF adds your ability modifier in damage to one attack, so that's 3-5 damage times your chance of hitting. GWF increases your average damage with every strike. With a 2d6 weapon, it raises average damage from 7 to... (3.5 +3.5 +3 +4 +5 +6)/3 = 8 1/3. So the improvement over not having the ability is 1 1/3 damage times your chance of hitting times your number of attacks. So the TWF fighting style itself is stronger until you have four attacks, at which point GWF inches ahead. But those class features aren't the only difference between the two. A dual-shortsword user with 16 Strength or Dexterity deals an average of 6.5 damage times (number of attacks +1) using both his Action and Bonus Action. A greatsword user with 16 Strength deals an average of 11.33... damage times number of attacks using only her Action. The dual-wielder is ahead when they only have one attack per Action (13 vs 11.33... damage), but falls behind as soon as they've got just their first Extra Attack (19.5 vs 22.66... damage, or 22.5 vs 24.66... if they improved their attack stats at level 4). And the greatsword user still has a leftover bonus action she might have a use for. If you're using feats, the dual Wielder might take Dual Wielder to improve his damage by an average of one per attack. The greatweapon fighter takes Great Weapon Master, giving her occasional Bonus Action attacks (although obviously less commonly than the dual wielder's) and the ability to trade attack bonus for damage. Damage is nearly doubled, so unless taking the penalty halves your hit chance, that's a net gain. Dual Wielder does give a defense benefit this doesn't account for, though. Now, I'm not somebody who worked this out before. I did it as I went along because I thought it was an interesting question. So I might have made a mistake or overlooked something, but I think this is about right. There are advantages to TWF outside of the raw damage, though. The ability to split damage between different targets might sometimes be useful, particularly when fighting a larger number of weaker enemies. The dual-wielder can also continue attacking when disarmed of one of his weapons or if he needs to use one of his hands for something else, albeit at a reduced rate, while the greatweapon fighter must rely on a back-up weapon--assuming she even has one--and take the time to swap it out. The dual-wielder can also be Dexterity-based, which might improve some of his other characteristics. And as I noted, the improved ability to land at least one attack [i]is[/i] quite useful for rogues. And hey, maybe being less likely to fail outright is appealing to you, even if you're also less likely to succeed completely. [/QUOTE]
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