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General Tabletop Discussion
*Pathfinder & Starfinder
Making 2 weapon fighting not suck-o-rama
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<blockquote data-quote="FreeTheSlaves" data-source="post: 2311655" data-attributes="member: 9952"><p>That's true, I'd assume that tumble/invisibility would be used to get in close, one full attack & then a tumbling retreat. The only way to get a consistant damage output is to use reach, range or spring attack but in all these cases a rogue will never, on average, be better at average damage output than a fighter - attempting to do so is an exercise in futility. </p><p> </p><p>I'm not so sure that I would call a rogue vanishing from sight, delaying/readying, or hiding is a waste in productivity. This will have an impact on the enemies decisions if they recognize the threat that he presents. A duel wielding rogue suddenly appearing next to a dex denied/flanked 2nd rank type is pretty much in their worst dreams. </p><p></p><p></p><p></p><p>I'm weary of any rogue build that requires a near static full attack (2WF included), even one with reach. The problems are that a decent tank will merely take a hit to close and reach enemies are not infrequent themselves. My 'reserve character' rogue (moderate mortality campaign) build uses reach & missile at the expense of being specialized in either.</p><p></p><p>****</p><p></p><p>Going back to this threads title, how would you make 2 weapon fighting not suck-o-rama? If I was going to buy into this assumption - I'm reserving my judgement still - the only thing I would change is the sheer number of feats required. I would make the initial 2WF free without need for a feat, this seems to be the biggest complaint closely followed by the necessity of the full attack option and lastly the double wealth investment.</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 2311655, member: 9952"] That's true, I'd assume that tumble/invisibility would be used to get in close, one full attack & then a tumbling retreat. The only way to get a consistant damage output is to use reach, range or spring attack but in all these cases a rogue will never, on average, be better at average damage output than a fighter - attempting to do so is an exercise in futility. I'm not so sure that I would call a rogue vanishing from sight, delaying/readying, or hiding is a waste in productivity. This will have an impact on the enemies decisions if they recognize the threat that he presents. A duel wielding rogue suddenly appearing next to a dex denied/flanked 2nd rank type is pretty much in their worst dreams. I'm weary of any rogue build that requires a near static full attack (2WF included), even one with reach. The problems are that a decent tank will merely take a hit to close and reach enemies are not infrequent themselves. My 'reserve character' rogue (moderate mortality campaign) build uses reach & missile at the expense of being specialized in either. **** Going back to this threads title, how would you make 2 weapon fighting not suck-o-rama? If I was going to buy into this assumption - I'm reserving my judgement still - the only thing I would change is the sheer number of feats required. I would make the initial 2WF free without need for a feat, this seems to be the biggest complaint closely followed by the necessity of the full attack option and lastly the double wealth investment. [/QUOTE]
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Making 2 weapon fighting not suck-o-rama
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