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General Tabletop Discussion
*Dungeons & Dragons
Improving Two-Weapon Fighting
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<blockquote data-quote="5ekyu" data-source="post: 7617666" data-attributes="member: 6919838"><p>While, yes, someone *can* use str-based for twf (I myself love a double dagger barb-rogue combo) if the strength based and dex based TWF produced comparable damage and that was competitive or close enough to the dxmsge output from heavy elee weapon builds - then itsxsetup the rex option as overall superior because you get mostly the same output * plus * the perceived advantages dex gives over strength in the bigger picture.</p><p></p><p>More common saves.</p><p>Initiative</p><p>AC boost</p><p>Ranged weapon bonus for the longercrsnge weapons</p><p>More skills that default to dex</p><p>Basically, dex-based builds have z much greater SAD thsn the strength ones.</p><p></p><p>It's part of why my focus with teo weapon builds is not keyed to creating near enough equality to the heavy melee builds in just the DPR metric. Instead I want it to be a different tool for different tasks - hitting harder to hit targets and more reliable at getting hits. </p><p></p><p>Effectively what I would love to see is a case where as we lay out the combats seen in frequency etc we can end up plausibly with say...let's give one possible division...</p><p></p><p>A third of the times (easier to hit) the heavy weapons with -5/+10 are the better options</p><p>A third of the time (more difficult to hit targets) where two-wespons are the better options.</p><p>A third of the time where its basically a toss up and tactical or circumstantial choices csn dhift you either way. </p><p></p><p>It can shift a bit if needed, 40-30-30 for instance if the SAD showed it needed. But the principle of different tools for different circumstances applies.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7617666, member: 6919838"] While, yes, someone *can* use str-based for twf (I myself love a double dagger barb-rogue combo) if the strength based and dex based TWF produced comparable damage and that was competitive or close enough to the dxmsge output from heavy elee weapon builds - then itsxsetup the rex option as overall superior because you get mostly the same output * plus * the perceived advantages dex gives over strength in the bigger picture. More common saves. Initiative AC boost Ranged weapon bonus for the longercrsnge weapons More skills that default to dex Basically, dex-based builds have z much greater SAD thsn the strength ones. It's part of why my focus with teo weapon builds is not keyed to creating near enough equality to the heavy melee builds in just the DPR metric. Instead I want it to be a different tool for different tasks - hitting harder to hit targets and more reliable at getting hits. Effectively what I would love to see is a case where as we lay out the combats seen in frequency etc we can end up plausibly with say...let's give one possible division... A third of the times (easier to hit) the heavy weapons with -5/+10 are the better options A third of the time (more difficult to hit targets) where two-wespons are the better options. A third of the time where its basically a toss up and tactical or circumstantial choices csn dhift you either way. It can shift a bit if needed, 40-30-30 for instance if the SAD showed it needed. But the principle of different tools for different circumstances applies. [/QUOTE]
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