Half-Orc Two-Weapon Fighter: Is There Any Point?

Felon said:
I don't get what all the ripping is on 2WF. Two-handed weapons are the strongest attack with a low entry cost, but a good 2WF build outstrips it. You really gotta get a grasp the "delivery system" concept before the quantity-over-quality approach to attacks sinks in (play a rogue for a while heh).
Also consider that a double weapon lets you alternate between two-weapon fighting and a two-handed weapon (for the extra oomph and a power attack, depending on the situation). Also, some GMs allow Half-Orcs to have Weapon Familiarity: Orc Double Axe, which saves a feat.
 

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moritheil said:
Somewhat. I dislike relying on Sense Weakness because it requires Combat Expertise, which of course has an int prerequisite.
That's true, but I like Combat Expertise -> Improved Trip for finesse/Dex fighters. (And, with Exotic Weapon Master, you can do it with any exotic weapon, like an Orc Double Axe)
 

Jdvn1 said:
Also consider that a double weapon lets you alternate between two-weapon fighting and a two-handed weapon (for the extra oomph and a power attack, depending on the situation).

Ultimately, I tend to prefer the waraxe or bastard sword in concert with armor spikes or a spiked shield. When you want to alternate to a two-handed attack, you get a d10 weapon instead of d8. Also, armor spikes and shields have other uses as well.
 

Felon said:
In a damage-over-time test, the -2 penalty for 2WF is typically compared to a -2 penalty for Power Attacking two-handed (for +4 damage).

So, take an 18 Str guy just investing one feat in 2WF and doing longsword + shortsword, and compare that to him using a greatsword. He's getting the following damage output:

1d8 + 4 = 8.5 average w/longsword
1d6 + 2 = 5.5 average w/shortsword
2d6 + 6 + 4 = 17 average w/greatsword

The greatsword's total exceeds both the longsword and shortsword put together. However, this is mitigated by having two chances to damage a target versus only one (which is what the "2WF suxorz" folks generally don't take into account).

Now, let's throw in EWF (waraxe) and Oversized 2WF:

1d10 + 4 = 9.5 average per swing w/greataxe in primary hand.
1d10 + 2 = 7.5 average per swing w/greataxe off-hand.

For the cost of three feats (or two for a dwarf), the total damage output matches the greatsword's, while having two chances to inflict damage rather than one tilts the scales (as SteveC points out, we're already in a situation where AC is effectively boosted by taking a -2 penalty).

Now, there are situations where the two-handed weapon still has a big advantage, like when a character has to move 10 feet or more to attack. That's where feats like Two-Weapon Pounce (PHBII) and Dual Strike (CV) can clean up.

One odd thing about Two's rationale is that he says it's somehow different for rogues than for fighters. The same "delivery system" strategy that a 2WF uses with his sneak attack damage also applies to other forms of bonus damage, such as Weapon Specialization or Favored Enemy, magical weapon bonuses and so forth.

+++????????+++

This cracks me up.

Having 2+ chances to do damage does, in fact, make it more likly you will do SOME damage.

At the same time, it makes it less likely you will do, for example, 80% of the maximum damage you are capable. Your damage results get bunched up in the middle more.

Example: 50% chance for main, 50% off. Both hit 25% of the time, and you now have a decent chance of doing 80% of max. damage for the character. (must roll well on 2d6 or 1d6 + 1d8).

Both miss 25% of the time, doing 0.

One attacks hits 50% of the time doing 10-50% of max damage for the character.

Compare to greatsword:

50% to hit. When it hits, it has an decent chance of doing 80% max damage (see 25% case above). Note that even the lowest damage output for the greatsword is quite good, in the case above min = 12!

50% of the time it just misses.

Longwindedly, yes, 2 weapon fighters hit more and do less damage on average. This is balanced over the long term by the greatsword which hits less often (fewer attacks) but does way more damage per hit and has a damage output that is less "bunched" in the middle.

{to think about it another way, the 2 weapon user has to get 2 criticals with 2 weapons to maximize their damage; it's much easier obviously just to roll a critical with one greatsword}

I'm not "overlooking" the fact the 2 weapon users hit more. It's that it is not mathematically relevant. It's taken into account using estimated damage. They hit more often and do a lot less damage.

"The greatsword's total exceeds both the longsword and shortsword put together. However, this is mitigated by having two chances to damage a target versus only one (which is what the "2WF suxorz" folks generally don't take into account). "

It's not mitigated by this at all. The times you hit and do less damage with one of your 2 weapons and DROP the enemy equals the times the greatsword hits and does a lot and drops the enemy (which the 2 weapon user could not match).

They cancel out, roughly, even when you consider game play.


++++++++

"One odd thing about Two's rationale is that he says it's somehow different for rogues than for fighters. The same "delivery system" strategy that a 2WF uses with his sneak attack damage also applies to other forms of bonus damage, such as Weapon Specialization or Favored Enemy, magical weapon bonuses and so forth."

Yes totally. You need to stack these "flat damage" bonuses. The best is sneak attack. You can rarely if ever get enough bonus out of Weapon Specialization, favored enemy, magic weapon, etc. to make up for the loss of feats and $ by the greatsword user.

Nothing comes close to sneak attack damage. That's why it is the only thing that really works for these types of builds.

Favored enemy does not work; the 2 weapon builds get to apply it with both weapons, the greatsword user just once. FE bonuses are just not high enough to offset the sucky 2 weapon damage. Plus, FE only applies... to FE.

magical weapon bonuses, similarly get very expensive with 2 weapons.

2 +1 Flaming Acidic Cold short swords = 64K
1 +1 Flaming Acidic Cold Sonic greatsword = 50K with 14K left over

(of course these are sub-par weapons for levels 8+, much better is +1 Holy X Y Z)

Point is, the 2 weapon user pays more for weapon enchantments which get increasingly meaningless when levels rise (many, many monsters have fire/cold/acid resistance). Weee!

+++++++++++++++


"For the cost of three feats (or two for a dwarf), the total damage output matches the greatsword's, while having two chances to inflict damage rather than one tilts the scales (as SteveC points out, we're already in a situation where AC is effectively boosted by taking a -2 penalty)."

FOR THE COST OF THREE FEATS!

Go team go! You spend three feats and now match the vanilla greatsword user!

(the greatsword fighter has in the meantime used the 3 feats on PB Shot, Rapid Shot, Precise Shot, and is an excellent ranged attacker as well as matching the 2 weapon user in melee, or heck, just spent the feats on Weapon Focus, Improved Weapon Focus, Weapon Specialization, and is killing the 2 weapon user again in both full round attack damage and most egregiously charges/single attack situations/aoo's).

C'mon. You are seriously going to spend three feats to match the greatsword user and calling it ... even?
 

Felon said:
See, I told you were stating a perspective, not a fact. Now you're just stating your opinion again, in a more matter-of-fact tone. It is simply incorrect to say that 2WF is sup-par and that it takes effort simply to catch up to a two-hander. As I stated, a properly-built two-weapon fighter beats the two-hander in damage output many if not most situations.



Well, my line of thinking here is that I won't attempt the build unless I have the ability scores to back it up.

There was a long thread a year ago on EnWorld dicussing this issue in length. The consensus was that even the most efficient and powerful 2 weapon build didn't even match a "simply good" greatsword build.

The hidden issues are:

1) Full attacks happen at most 50% of the time (in real game). At most. When they don't happen, 2 weapon users have their average damage plummet to laughable levels.
2) 2 weapon users when they take AOO's don't do that much.
3) 2 weapon users bind up a huge number of feats and become very specialized and not very versitile.
4) Buying weapons for 2 weapon users suck; they are very expensive compared to just buying a single weapon. (meaning, the single-weapon user has a lot of free cash to buff up AC, get magical effects, etc.)

Yes, you can keep slapping on feat after feat after feat. A feat that allows 2 attacks after a charge. A feat that allows X when Y.

I've simply never seen a convincing 2 weapon build.

You end up down a billion feats, specialized, with less gold, doing maybe (when you can full attack) equal damage...

Maybe you can post a good level 12 or so 2 weapon build that does actual good damage? (listing the feats)? And compare this to a greatsword user?
 

Maintaining a second weapon does not have to be a major expense. Just carry a plain masterwork cold iron weapon around. When you need the juice, hit it with an oil of greater magic weapon. Later on, when you upgrade your main weapon, your old primary weapon can be your new secondary weapon.

And you're saving money on shields, since you don't have one, unless you decide to go the Improved Buckler Defense route. My inclination, however, is to take Two Weapon Defense.

There are situations where TWF definitely outshines the two-hander. Take, for instance, an opponent with an obscenely high AC. If you have Greater Two Weapon Fighting and two iterative attacks, you roll four dice. A natural 20 always hits. So power attack to the max. Every few rounds, you'll connect. The two-hander? He can either Power Attack and miss, miss, miss, hiting 1/4 as often as you, or not Power Attack.

Favored enemy, weapon specialization, and the like work better with TWF than with a great weapon.

Sometimes damage isn't the thing. You can also use every weapon attack you have to attempt to sunder, disarm, and so forth.
 

It's also worth noting that two wepon fighting isn't quite as one dimensional as some people argue, since by adding quick draw you suddenly start becoming more of a threat at close range, dishing out almost as many ranged attacks as a bow specialist. Ok these aren't going to be dealing the damage of a bow, but it still gives you another option.
It may not be optimal, but it can be damn good fun...
 

Check out the Dervish in CW for an extremely powerful TWF character, although you'll need to pick up Expertise and have the in for it, alas.
 

The Tempest PrC, whilst mechanically boring, does improve the viability of a two-weapon build. Is it enough to bridge the gap to the two-handed build? I'm not convinced.
 

Here's the 2WF in the party I DM:

[sblock]
Code:
Stock    Bugbear Humanoid/Fighter (3/7) (Lawful Neutral)

Str	23	+6	HP	85
Dex	17	+3	AC	25 (touch 14, flat-footed 21)
Con	16	+3	BAB	+9 (+15 grapple)
Int	10	+0	Init	+3
Wis	12	+1	Speed	 30
Cha	10	+0	Fort +10 Refl +11 Will +7

Weapons

Name			Attack			Damage			Critical
Grimrook Double Axe	
  TWF			+15/+15/+10/+10		1d8+9/+6 (+1d6/1d6)		x3
    TWF (PA 1)		+14/+14/+9/+9		1d8+11/8 (+1d6/1d6)		x3
    TWF (PA 2)		+13/+13/+8/+8		1d8+13/10 (+1d6/1d6)		x3
    Dual Strike		+13			1d8+9/+6 (+1d6/1d6)		x3
  Two Handed		+17/+12			1d8+12 (+1d6)			x3
    All Power Attack	+8/+3			1d8+30 (+1d6)			x3
    Charge (PA 2)	+17			1d8+16 (+1d6)			x3
    Charge (PA 4)	+15			1d8+20 (+1d6)			x3
    Charge (PA 6)	+13			1d8+24 (+1d6)			x3
    Charge (PA 9)	+10			1d8+30 (+1d6)			x3

Icesteel Double Axe
  TWF			+15/+15/+10/+10		1d8+9/+6 (+1/+1 cold)		x3
    vs Lawful or Evil	+17/+15/+12/+10		1d8+11/+8 (+2d6,+1/ +1)	x3
    vs Lawful and Evil	+17/+17/+12/+12		1d8+13/+10 (+2d6,+1/+2d6,+1)	x3
  Two Handed		+17/+12			1d8+12 (+1 cold)		x3
    vs Lawful or Evil	+19/+14			1d8+14 (+2d6, +1 cold)		x3
      All Power Attack	+10/+5			1d8+32 (+2d6, +1 cold)		x3
      Charge (PA 2)	+19			1d8+18 (+2d6, +1 cold)		x3
      Charge (PA 4)	+17			1d8+22 (+2d6, +1 cold)		x3
      Charge (PA 6)	+15			1d8+26 (+2d6, +1 cold)		x3
      Charge (PA 9)	+12			1d8+32 (+2d6, +1 cold)		x3

Silver Longsword +1	+16/+11			1d8+6 (+2d6 holy)		19-20/x2

Longbow +1		+13/+8			1d8+1				x3

Skills
Climb (2) +8, Jump (5) +10, Craft (Weaponsmithing) (5) +4

Feats
Two Weapon Fighting, Improved Two-Weapon Fighting, 
Dual Strike, Exotic Weapon Proficiency (Orc double axe), 
Weapon Focus (Orc Double Axe), 
Weapon Specialization (Orc Double Axe), Power Attack, Cleave

Equipment
Orc Double Axe +1/+1 flaming/frost (Grimrook), 
Silver Holy Longsword +1, 
Icesteel Orc Double Axe +1/+1 Bane (Evil Outsider)/Bane (Lawful Outsider), 
Chain Shirt +3 (ACP -1), Ring of Protection +2, 
Gauntlets of Strength, Cloak of Resistance +2, 
Potion of Cure Critical Wounds x2, 
Potion of Cure Moderate Wounds, Potion of Jump, 
Scarab of Golem Bane

Special / Languages
darkvision 60 feet, +3 natural armor, Planar Common, Goblin
[/sblock]

He might not be optimized, but he handles himself fairly well. I definately don't consider him weak.

Bonuses:
- flaming/frosting or bane/bane weapon that can have GMW cast on it for extra die damage
- orc double axe means 1d8/1d8 dmg and specialization adds to both attacks
- orc double axe can be used with PA if desired (especially on charges)
- alternately dual strike gets him 2 attacks as a Standard Action
 

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