Mistwell
Crusty Old Meatwad
Why not adopt the weapon mastery rules for a 2014 game? I think they're great. Very nice option that fits well in a 2014 game. I mean, you literally replicated one of them in your options list.Never going to happen.
Why not adopt the weapon mastery rules for a 2014 game? I think they're great. Very nice option that fits well in a 2014 game. I mean, you literally replicated one of them in your options list.Never going to happen.
Sorry, I should have been more specific. I won't add it as a weapon mastery or anything, this would just replace the normal rule for Two-Weapon Fighting.Why not adopt the weapon mastery rules for a 2014 game? I think they're great. Very nice option that fits well in a 2014 game. I mean, you literally replicated one of them in your options list.
correct; every twfer uses Vex if they can (and I've seen monk builds dip rogue or fighter for Vex to get another attack), so might as well bake it in and nix the problems.2014... not 2024 tag.
So, no Bonus action required. Got it.
This is really good!Here's what I have done for years, and rogues getting access to Vex proved it was balanced to me (updated for 2024):
Basic fighting with two weapons: when you make an attack with a light weapon in your main hand, you may make a second attack with a different light weapon with your off-hand. The second attack does not add your ability modifier to damage, unless it is negative. If you have extra attack, you may make an off-hand attack for each main hand attack.
(2d6+Str greatsword balances with 1d6+mod+1d6 for two shortswords. The ability to use two magic weapons and stack bonus damage is the same as stacking a belt of giant strength and a magic two-hander, so I'm not concerned about magic weapons disrupting it.)
Two-Weapon Fighting (Style): You can fight with two weapons as long as both weapons are not two-handed or heavy, they do not have to be light.
(1d6+mod+1d6 upgraded to 1d8+mod+1d8 is +2 damage, and is balanced with Duelist. This has the added benefit of making TWFing Warriors stand out from Rogues and everyone else, because Warriors can use one-handed weapons.)
Nick (Mastery): You can fight with two weapons with a Nick weapon in your off-hand, even if your main hand weapon is not light. (Scimitar loses Nick and gains cleave, but also loses light and goes to 1d8 damage; scimitars aren't small).
(This allows for Rapier+Dagger)
Dual Wielder
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Ambidexterity. When you take the Attack action on your turn and fight with two weapons, you may add your attacking ability modifier to your off-hand weapon damage (usually Str, or Dex if using a finesse weapon).
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
(Great Weapon Master let's you add your proficiency bonus to damage with heavy weapons, +2 - +6. This allows you to add your ability modifier to your off-hand damage, likely +3 - +5, but can be pushed to +7 with belt of giant strength or other ability scores boosters. I consider that fair; plus it doesn't give a bonus action attack.)
I still might adjust Dual Wielder, and change the name to Two-Weapon Master. The damage matches up with great weapon master, but I think it should have a defensive component, like being able to forgo offhand attacks for an AC boost, or just a constant +1 AC boost, or getting one free opportunity attack per round since you have two weapons to threaten with.)
Thanks! It's been working real well for me. Generally, high Str has Two-Handed weapons for damage, high Dex has Two-Weapon Fighting.This is really good!

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