FreeTheSlaves
Adventurer
Yup, I can see a melee built TWF assassin being quite viable.Nifft said:Especially poison.
-- N
Yup, I can see a melee built TWF assassin being quite viable.Nifft said:Especially poison.
-- N
Infiniti2000 said:Well, I specifically said material DR, but other types of DR apply. The THF does not have the advantage because he has only 1 weapon (readied, let's say) that could overcome it, where the TWF has 2 and can have two weapons of different materials. I'm just saying that you will be making lots of assumptions during the analysis, because it's not feasible otherwise. And, everytime you make an assumption (e.g. ignore criticals, low level, STR 16), it's usually in favor of one style or another, whether you mean it that way or not. As another example, someone earlier made the assumption to ignore sneak attacks. You just plain can't ignore anything like that if you want a balanced analysis.![]()
This is missing the point because 2WF doesn't shine for the combatant classes it shines for the rogue. I will take you up on your offer if we compare rogue for rogue - default array, average hps, core rules only, standard wealth (no item > half starting wealth).KarinsDad said:Bottom line, create and post any combatant type PC you want (i.e. one with at least one level of Ranger, Paladin, Fighter, or Barbarian) at any level you want with any reasonable set of abilities out of the core rules and show us how much damage he can average fighting two weapon (both for single attacks and full round attacks).
FreeTheSlaves said:"2WF Rogue"
Human male rogue 9
Neutral
str13 dex17(19) con14 int10 wis8 cha12, HPs = 52/52
Feats: TWF, Imp. TWF, Weapon finesse, weapon focus (short sword), skill focus UMD
Skills: tumble+16, use magic device+16, 4*skills max ranked, 6*skills half ranked
Equipment: cold iron +1 short sword of frost (10k), +1 shortsword of flame (8k), mithril breastplate+1 (5k=1k+4k), wand of invisibility (50*charges, 4.5k), gloves of dex+2, ring of deflection+1, cloak of resistance+1, 0.75k remaining from 36K
Class: sneak attack +5d6, improved uncanny dodge, evasion, trapfinding
Att: standard attack with frost sword +12 {1d6+2+1d6 frost (19+,*2)} +5d6 sneak attack
full atack is frost sword +10/+5 {1d6+2+1d6 frost (19+,*2)} +5d6 sneak attack & flame sword +10/+5 {1d6+2+1d6 flame (19+,*2)} +5d6 sneak attack
AC: 20, Initiative:+4, Speed:30', Fort:+6 Ref:+11 Will:+3
****
Such a character typically actives the invisibility or tumbles (depending on the level of threat posed, roll a 4+) to close with an enemy engaging the party tank & then unleashes a full attack before tumbling away.
FreeTheSlaves said:This is missing the point because 2WF doesn't shine for the combatant classes it shines for the rogue. I will take you up on your offer if we compare rogue for rogue - default array, average hps, core rules only, standard wealth (no item > half starting wealth).
Maybe I'm just not making my point clearly enough. You just plain can't be complete enough. Or, at least it would be impractical. By doing this analysis in the first place, you are basically making the biggest, and most erroneous, assumption of all. Most of us, probably 99%, play D&D or d20 as a group, not individually. Any analysis you do, therefore, must include the other 3 (typical) party members. IMC, for example, the party sorcerer frequently dim doors the delayed TWF to the opponent, allowing him a full round of attacks (4 primary, 2 secondary, 1 haste). How do the other members of the group affect/help/hinder the fighter's tactics? Obviously, it can be quite varied. Another assumption you make is ignoring the possibility of multiple opponents with different DR (happens frequently at higher levels). The TWF has some advantage in that regard. And then the worst assumption IMO is that the other aspects of the character are ignored (not considering AC or any feats/skills 'wasted' on RP reasons).KarinsDad said:It seems that the only way to prove to you how much more potent THW fighting is will be to allow you to stack the deck in favor of the TW fighter and then illustrate that the exact same fighter still does more damage fighting THW.
Infiniti2000 said:Maybe I'm just not making my point clearly enough. You just plain can't be complete enough. Or, at least it would be impractical. By doing this analysis in the first place, you are basically making the biggest, and most erroneous, assumption of all. Most of us, probably 99%, play D&D or d20 as a group, not individually. Any analysis you do, therefore, must include the other 3 (typical) party members. IMC, for example, the party sorcerer frequently dim doors the delayed TWF to the opponent, allowing him a full round of attacks (4 primary, 2 secondary, 1 haste). How do the other members of the group affect/help/hinder the fighter's tactics? Obviously, it can be quite varied. Another assumption you make is ignoring the possibility of multiple opponents with different DR (happens frequently at higher levels). The TWF has some advantage in that regard. And then the worst assumption IMO is that the other aspects of the character are ignored (not considering AC or any feats/skills 'wasted' on RP reasons).
I'm not taking up any challenge because it would be counter to my point in that any such analysis is flawed and incomplete. Why would I undertake what I consider to be a futile endeavor? Merely statting up two alternate 5th level, 10th level, or even 20th level fighters and comparing something as useless (IMO) as 'average damage' is not worthwhile because it's a situation that never occurs in the game.
Why is it very stupid for the sorcerer to dim door the ftr/rgr next to the bad guy such that the ftr/rgr is between them? Sure, the sorcerer can't take any other actions that round, but getting the fighter with favored enemy, bane, holy, and wounding weapons into a full attack is sometimes more than worth it. The same tactic can be done with the THF, sure, but it helps negate the claim of "50% are single attacks." Now, explain to me why this tactic is "very stupid."two said:Well, if you play by the rules, Dim Dooring next to a bad guy is a very stupid thing to do. Read the spell.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.