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How many attacks should a two weapon fighter get?
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<blockquote data-quote="redrick" data-source="post: 6603614" data-attributes="member: 6777696"><p>I don't think rogues need any further incentives to dual wield. It's basically free for them, since they're already using finesse weapons. Choosing to cunningly act (or fast hands for a thief) vs a bonus off-hand attack is just one more option that plays into the flexibility of the class. Do you take another go with your off-hand dagger, hopefully getting that all-important sneak attack, or do you use a bonus action to disengage and get the hell out of there?</p><p></p><p>I guess I could see buffing it a bit for TWF fighters and rangers if those guys are having major inferiority complexes at your table. One extra attack on an action surge does not seem game-breaking. I'm not sure exactly what it would do for rangers — our ranger has the archery fighting style, since we are already full in the front line department, and that +2 to hit is nothing to sneeze at.</p><p></p><p>I think the problem with the TWF feat is less that it's ineffective, and more that it's just super boring. +1 to AC and the ability to use non-light weapons is a static bonus that will improve your character in every round of combat. Bonuses to AC are very expensive in this game, so being able to get to 18 AC <em>while wearing light armor</em> is pretty great. Going from two 1d6 weapons to two 1d8 weapons will also bring the DPR of an 11th level fighter pretty much in line with the GWF fighter. (I think it becomes 38 for TWF vs 39 for GWF?) The bit about being able to draw two weapons at a time is just there as insurance for tables that are stricter with their free action economy. Unfortunately, what you're left with is <em>boring</em>. It doesn't do anything to change the way your character plays; it just makes them a bit better at the TWF schtick they're already doing. The only difference in "feel" is that now you can dual-wield non-light weapons, which, honestly, just feels silly. What does dual-wielding rapiers look like?</p><p></p><p>I'm thinking about house-ruling the feat so that light weapons do a step-up in damage dice when used in melee. The only extra consequence of this would be that daggers and hand-axes can be used at d6 in melee, but also thrown, but I think that would be ok.</p><p></p><p>The GWM feat, by contrast, doesn't come up every combat for us, but when it does come up, the fighter feels like he is doing something cool. Which I think is the purpose of 5e feats.</p></blockquote><p></p>
[QUOTE="redrick, post: 6603614, member: 6777696"] I don't think rogues need any further incentives to dual wield. It's basically free for them, since they're already using finesse weapons. Choosing to cunningly act (or fast hands for a thief) vs a bonus off-hand attack is just one more option that plays into the flexibility of the class. Do you take another go with your off-hand dagger, hopefully getting that all-important sneak attack, or do you use a bonus action to disengage and get the hell out of there? I guess I could see buffing it a bit for TWF fighters and rangers if those guys are having major inferiority complexes at your table. One extra attack on an action surge does not seem game-breaking. I'm not sure exactly what it would do for rangers — our ranger has the archery fighting style, since we are already full in the front line department, and that +2 to hit is nothing to sneeze at. I think the problem with the TWF feat is less that it's ineffective, and more that it's just super boring. +1 to AC and the ability to use non-light weapons is a static bonus that will improve your character in every round of combat. Bonuses to AC are very expensive in this game, so being able to get to 18 AC [I]while wearing light armor[/I] is pretty great. Going from two 1d6 weapons to two 1d8 weapons will also bring the DPR of an 11th level fighter pretty much in line with the GWF fighter. (I think it becomes 38 for TWF vs 39 for GWF?) The bit about being able to draw two weapons at a time is just there as insurance for tables that are stricter with their free action economy. Unfortunately, what you're left with is [I]boring[/I]. It doesn't do anything to change the way your character plays; it just makes them a bit better at the TWF schtick they're already doing. The only difference in "feel" is that now you can dual-wield non-light weapons, which, honestly, just feels silly. What does dual-wielding rapiers look like? I'm thinking about house-ruling the feat so that light weapons do a step-up in damage dice when used in melee. The only extra consequence of this would be that daggers and hand-axes can be used at d6 in melee, but also thrown, but I think that would be ok. The GWM feat, by contrast, doesn't come up every combat for us, but when it does come up, the fighter feels like he is doing something cool. Which I think is the purpose of 5e feats. [/QUOTE]
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How many attacks should a two weapon fighter get?
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