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HOUSE-RULE: Options for Two-Weapon Fighting
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<blockquote data-quote="Xeviat" data-source="post: 9594317" data-attributes="member: 57494"><p>Here's what I have done for years, and rogues getting access to Vex proved it was balanced to me (updated for 2024):</p><p></p><p><strong>Basic fighting with two weapons:</strong> 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.</p><p></p><p>(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.)</p><p></p><p><strong>Two-Weapon Fighting (Style): </strong>You can fight with two weapons as long as both weapons are not two-handed or heavy, they do not have to be light.</p><p></p><p>(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.)</p><p></p><p><strong>Nick (Mastery):</strong> 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).</p><p></p><p>(This allows for Rapier+Dagger)</p><p></p><p><strong>Dual Wielder</strong></p><p>General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)</p><p></p><p>You gain the following benefits.</p><p></p><p><strong>Ability Score Increase.</strong> Increase your Strength or Dexterity score by 1, to a maximum of 20.</p><p></p><p><strong>Ambidexterity.</strong> 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).</p><p></p><p><strong>Quick Draw.</strong> 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.</p><p></p><p>(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.)</p><p></p><p>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.)</p></blockquote><p></p>
[QUOTE="Xeviat, post: 9594317, member: 57494"] Here's what I have done for years, and rogues getting access to Vex proved it was balanced to me (updated for 2024): [B]Basic fighting with two weapons:[/B] 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.) [B]Two-Weapon Fighting (Style): [/B]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.) [B]Nick (Mastery):[/B] 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) [B]Dual Wielder[/B] General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. [B]Ability Score Increase.[/B] Increase your Strength or Dexterity score by 1, to a maximum of 20. [B]Ambidexterity.[/B] 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). [B]Quick Draw.[/B] 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.) [/QUOTE]
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