D&D 5E HOUSE-RULE: Options for Two-Weapon Fighting

Which option do you think is best when you take the Attack action?

  • 1. You get to make an attack with the second weapon as part of the action.

    Votes: 10 55.6%
  • 2. You get to make an attack with the second weapon at disadvantage as part of the action.

    Votes: 3 16.7%
  • 3. You make attacks with both weapons and both have disadvantage for the action.

    Votes: 0 0.0%
  • 4. You attack with one weapon, but on a hit you roll damage for both weapons, using the higher roll.

    Votes: 0 0.0%
  • 5. Keep the Bonus action requirement as it is.

    Votes: 4 22.2%
  • 6. Other. Please explain below.

    Votes: 1 5.6%


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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.
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.

I see that option is getting the most votes, but given how much most people like 2024, this is hardly surprising. I figured if I didn't include it, people would have kept bringing it up with the last "other" option so I added it to stop that.

Anyway, I won't add weapon masteries in general. Not only do I not like them generally, with my group I am fairly certain they would slow down the game too much.

And as a general point, I'll never adopt 2024. Frankly, this will probably be my last 2014 campaign and game.
 

2014... not 2024 tag.


So, no Bonus action required. Got it.
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.

Oh, I forgot to mention, off-hand attacks don't benefit from mastery properties. OH! Maybe that can be the other bonus for the feat, letting you apply mastery abilities to your off-hand attacks!
 

I matched out the effects of the different fighting styles and upgrade feats for different classes, took into account drawbacks (free-hand access, investment required, number of magic items required for equal effects, etc), and here's what I decided.

I keep the rules as-is except that I allow an additional attack for each extra attack, and only one of those requires your bonus action. This means that fighters can eventually make up to three off-hand attacks without a bonus action, or four with one.

This is affected by my other house-rules though.

It ends up that dual-wielding does the most damage, but you can't use your off-hand for anything without dropping your weapon. 2-handed weapon wielders can easily hold their weapon in one hand to use their other for spellcasting, grappling, etc. I also allow shield wielders hold their weapon in their shield hand while doing something in their primary hand. If magic weapons are involved, a dual-wielder needs 2 rather than one to get full benefit from their style.

The fact that my rule really only benefits fighters is a little undesirable, but in general its probably okay. I'm not really a fan of giving rogues any extra benefit for two- weapon fighting. I like that they have to make a choice of how to use their bonus action and that two-weapons isn't always desirable. Barbarians tend to go for big weapons and paladins don't favor two-weapons. That leaves rangers out in the cold a bit, although hunters at least have ways of getting extra attacks.
 

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.)
This is really good!
 


TWF should have always been a part of Attack action or even better, whenever you can make a melee attack you can make two attacks, once with each light weapon.

adding mastery in 2024 was just a hotfix with a mastery tax as they would put their own foot in their mouth if they just added that TWF is a single Action.

one solution:
1st, remove light weapons. no need for them.

TWF:
when you fight with a one handed weapon in each hand, you can make attacks with both weapons when you could make one attack on your turn.

reduce damage die of weapons by 2 steps.
d10->d6
d8->d4
d6->d3

fighting style: reduce damage by only 1 step
d10->d8
d8->d6
d6->d4

Dual wielder feat:
+1 str or dex
+1 AC while fighting with two 1Handed weapons
extra reaction: you can make one extra Reaction but only for AoO and only with your offhand weapon.
 

Laser Llama's Dual Wielding Fighting Style and Dual Wielding Expert:

Dual Wielding​

Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.

Dual Wielding Expert​

Prerequisite: 6th-level Fighter, Dual Wielding
One-handed melee weapons are considered to have the Light property for you, and when you are wielding a melee weapon in each hand, you gain a +1 bonus to your Armor Class.

I came across this the other day while looking at LL's Alternate Fighter (which differs from the official Fighter in that the alternate offers the player a chance to pick up to 4 fighting styles at levels 1st, 6th, 12th and 18th level) on GM Binder. Some of the Fighting Styles in the Alternate Fighter PDF come with an Expert style. For Dual Wielder here, it looks like LL took the Dual Wielder feat in 5e and made a part of it into Dual Wielding Expert.
 

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