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*Dungeons & Dragons
Improving Two-Weapon Fighting
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<blockquote data-quote="TwoSix" data-source="post: 7619364" data-attributes="member: 205"><p>Nah. I've run the numbers pretty thoroughly. </p><p></p><p>Factoring in Reactions is meaningless, as this doesn't impact them. A first level PC might get 3 attack "rolls", but since one of them can only occur on a miss, the amount of nova damage that could be applied via on-hit effects remains the same. A 5th level fighter with the Dual Wielder, Crossbow Expert, or Polearm Master all have the same number of possible hits.</p><p></p><p></p><p>Again, nah. Assuming a world in which martials have access to GWM and SS, the -X/+X mechanic is necessary. It lets attacks scale better with both accuracy and on-hit effects. (You could of course do a complete redux of feats, like [MENTION=12731]CapnZapp[/MENTION] did a few years ago, but one of my criteria was to keep the design as parsimonious as possible. So no GWM/SS fixes here.)</p><p></p><p>And +5 on a disadvantaged attack (since it requires two different attacks to hit) is absurdly weak. Assuming roughly standard hit rates, that's maybe a +2 damage bump per turn that doesn't scale with Extra Attack. Totally defeats the point of the design. One of my main criteria is that the feat redesign should sit on the safe shelf as GWM or PAM or SS. It needs to be competitive without blowing them away (<10% delta in either direction, ideally).</p><p></p><p>Now, running some numbers, I have some concerns about Tier 1 deltas for strong Tier 1 builds like VHuman Fighter 1/Barb2. The delta is about 1.6 DPR between someone taking Dual Wielder and GWM at level 3 (23.3 to 21.7, assuming point buy, Reckless/Rage, and a 1 in 3 proc rate on GWM). GWM/PAM pull ahead at level 6, though, even with the Dual Wielder bumping Str to 18. (42.2 to 40.7). I might need to make a little adjustment, but I think it's mostly fine.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7619364, member: 205"] Nah. I've run the numbers pretty thoroughly. Factoring in Reactions is meaningless, as this doesn't impact them. A first level PC might get 3 attack "rolls", but since one of them can only occur on a miss, the amount of nova damage that could be applied via on-hit effects remains the same. A 5th level fighter with the Dual Wielder, Crossbow Expert, or Polearm Master all have the same number of possible hits. Again, nah. Assuming a world in which martials have access to GWM and SS, the -X/+X mechanic is necessary. It lets attacks scale better with both accuracy and on-hit effects. (You could of course do a complete redux of feats, like [MENTION=12731]CapnZapp[/MENTION] did a few years ago, but one of my criteria was to keep the design as parsimonious as possible. So no GWM/SS fixes here.) And +5 on a disadvantaged attack (since it requires two different attacks to hit) is absurdly weak. Assuming roughly standard hit rates, that's maybe a +2 damage bump per turn that doesn't scale with Extra Attack. Totally defeats the point of the design. One of my main criteria is that the feat redesign should sit on the safe shelf as GWM or PAM or SS. It needs to be competitive without blowing them away (<10% delta in either direction, ideally). Now, running some numbers, I have some concerns about Tier 1 deltas for strong Tier 1 builds like VHuman Fighter 1/Barb2. The delta is about 1.6 DPR between someone taking Dual Wielder and GWM at level 3 (23.3 to 21.7, assuming point buy, Reckless/Rage, and a 1 in 3 proc rate on GWM). GWM/PAM pull ahead at level 6, though, even with the Dual Wielder bumping Str to 18. (42.2 to 40.7). I might need to make a little adjustment, but I think it's mostly fine. [/QUOTE]
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