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Making 2 weapon fighting not suck-o-rama
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<blockquote data-quote="IndyPendant" data-source="post: 2280638" data-attributes="member: 8738"><p>I sort of make it an unwritten rule never to post in a thread that already has more than around 20 responses. Most people don't bother reading through it to get my response. However, this time I have something to say...: )</p><p></p><p>I think it's hard to argue that you get what you pay for when you take the TWF feats. However, should you, no matter your build? I say no. TWF should be something you design a char around, not an option you select that is one of three equal options (sword and board, two-hander, TWF.) If it is not set up that way, TWF loses its uniqueness. You can sort of think of it as if Paladins did not have their Code. Suddenly Paladins would be an incredibily common class.</p><p></p><p>On the other hand, TWF fighters really are hosed, unless they're rogues. Imagine a PC single-class cleric that refuses to heal or buff, and only prepares and casts offensive spells. How supportive would you be of that concept, regardless of roleplaying factors? That is, in a way, what a fighter loses when going TWF (if not quite as extreme). He takes a great many feats to fight--arguably--*worse* than he could without them? Errr...no? Thanks?</p><p></p><p>My idea is to slightly enhance the TWF feat chain, but differently from Stalker0's idea. I think my concept enhances TWF enough to make it a fair option, yet not so much that TWF becomes just one of three standard choices. I may even make it canon for my campaigns. What do you guys think?</p><p></p><p>Feats:</p><p>--TWF: As per SRD.</p><p>--Improved TWF: As per SRD, and the attack penalties for both weapons are reduced by 2. (So standard TWF is done with no attack penalties.)</p><p>--Greater TWF: As per SRD, and all off-hand attacks are made with full Str damage bonus.</p><p></p><p>CW has a feat already that reduces the fighting penalties; I've just combined it with Improved TWF. These three feats, plus Improved Buckler Defense if you really need the AC(also from CW--though I may have the name wrong; don't have the books with me atm) give the TWF fighter concept enough of a boost to be viable, but not so much as to be overpowered.</p><p></p><p>Note the prereqs for the feats too. 17 and 19 Dex is nothing to sneeze at! This has the added benefit of putting the TWF Ranger back into the spotlight again, since they can bypass the high Dex prereqs.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="IndyPendant, post: 2280638, member: 8738"] I sort of make it an unwritten rule never to post in a thread that already has more than around 20 responses. Most people don't bother reading through it to get my response. However, this time I have something to say...: ) I think it's hard to argue that you get what you pay for when you take the TWF feats. However, should you, no matter your build? I say no. TWF should be something you design a char around, not an option you select that is one of three equal options (sword and board, two-hander, TWF.) If it is not set up that way, TWF loses its uniqueness. You can sort of think of it as if Paladins did not have their Code. Suddenly Paladins would be an incredibily common class. On the other hand, TWF fighters really are hosed, unless they're rogues. Imagine a PC single-class cleric that refuses to heal or buff, and only prepares and casts offensive spells. How supportive would you be of that concept, regardless of roleplaying factors? That is, in a way, what a fighter loses when going TWF (if not quite as extreme). He takes a great many feats to fight--arguably--*worse* than he could without them? Errr...no? Thanks? My idea is to slightly enhance the TWF feat chain, but differently from Stalker0's idea. I think my concept enhances TWF enough to make it a fair option, yet not so much that TWF becomes just one of three standard choices. I may even make it canon for my campaigns. What do you guys think? Feats: --TWF: As per SRD. --Improved TWF: As per SRD, and the attack penalties for both weapons are reduced by 2. (So standard TWF is done with no attack penalties.) --Greater TWF: As per SRD, and all off-hand attacks are made with full Str damage bonus. CW has a feat already that reduces the fighting penalties; I've just combined it with Improved TWF. These three feats, plus Improved Buckler Defense if you really need the AC(also from CW--though I may have the name wrong; don't have the books with me atm) give the TWF fighter concept enough of a boost to be viable, but not so much as to be overpowered. Note the prereqs for the feats too. 17 and 19 Dex is nothing to sneeze at! This has the added benefit of putting the TWF Ranger back into the spotlight again, since they can bypass the high Dex prereqs. What do you think? [/QUOTE]
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