Making sure I have my math correct.

Mr. Beef

First Post
One of the character's I'm making for my Story Hour is a Ranger with the Two-Weapon Fighting (TWF) feats. Now I have a few questions about the math for the TWF/Improved TWF.

Let's say I'm making a Level 10 Ranger with a strength of 14 (+2) using a +1 Longsword in the primary hand and +1 Short Sword in their off hand.

Before TWF: +13/+8 base.

Now is it:

TWF: +11/+6 primary hand and off hand
Improved TWF: +11/+6/+1 OR +11/+6/+6; Primary hand and off hand

Basically what I'm asking is the -5 from the third attack subtracted from the first base attack (+11) or the second base attack (+6)?

I'm just curious because this is the first TWF character I have made and want to be as accurate as possible in case someone wants to use the characters I post in their game.

Thank you.

Mr. Beef
 

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+13/+8 normal
+11/+6 and +11 TWF
+11/+6 and +11/+6 ITWF

At 11th level, you'll get Greater Two-Weapon Fighting:
+14/+9/+4 normal
+12/+7/+2 and +12 TWF
+12/+7/+2 and +12/+7 ITWF
+12/+7/+2 and +12/+7/+2 ITWF
 


Greetings...

Correct me if I'm wrong... but:

BAB: +10/+5 (primary weapon)
STR: +2
Mgc: +1 (primary & secondary weapons)

Total Attack Bonus: +13/+8
Two-Weapon Fighting: +11/+6 (primary weapon)
.............................. +11 (secondary/off-hand weapon)
Improved Two-Weapon Fighting: +11/+6 (primary weapon)
............................................ +11/+6 (secondary weapon)
 

Imagicka said:
Total Attack Bonus: +13/+8
Two-Weapon Fighting: +11/+6 (primary weapon)
.............................. +11 (secondary/off-hand weapon)
Improved Two-Weapon Fighting: +11/+6 (primary weapon)
............................................ +11/+6 (secondary weapon)

Isn't that what Green Slime posted?


To the OP ... if you are planning on taking Weapon Focus at all, seriously consider dropping that long sword for a short sword. Why? Well, it allows you to get extra mileage if you take the Weapon Focus Feat. Your off hand attack will benefit from the extra +1 in attack and in the long run the loss of one die in the damage range is not a big deal once the characters start getting the ability to enhance their weapons.

Also, I do find it easier to seperate the attacks as some of the posters above have done. That makes it easier to see where you subtract for the extra attacks. To me, the earlier example of the 11th level Ranger at a normal attack of +14/+9/+4 is much easier to read as:

+12/+7/+2 (primary hand)
+12/+7/+2 (off hand, assuming ITWF and GTWF)

than

+12/+12/+7/+7/+2/+2.

Although, both stat blocks can be interpreted the same way.
 
Last edited:

CRGreathouse said:
+13/+8 normal
+11/+6 and +11 TWF
+11/+6 and +11/+6 ITWF

Ahh, okay so it's just two attacks with ITWF instead of three. I just got confused. Math does that too me.

CRGreathouse said:
At 11th level, you'll get Greater Two-Weapon Fighting:
+14/+9/+4 normal
+12/+7/+2 and +12 TWF
+12/+7/+2 and +12/+7 ITWF
+12/+7/+2 and +12/+7/+2 ITWF

Right now the characters are going to be 10th level, but thanks for the help when they increase in level.

Thanks for the help CRGreathouse.

Mr. Beef
 

Nonlethal Force said:
To the OP ... if you are planning on taking Weapon Focus at all, seriously consider dropping that long sword for a short sword. Why? Well, it allows you to get extra mileage if you take the Weapon Focus Feat. Your off hand attack will benefit from the extra +1 in attack and in the long run the loss of one die in the damage range is not a big deal once the characters start getting the ability to enhance their weapons.

I guess that would make more sense with the character that I have designed, and it frees up a feat for something that I can use. I just need to find a good feat in one of the Complete books.

Nonlethal Force said:
Also, I do find it easier to seperate the attacks as some of the posters above have done. That makes it easier to see where you subtract for the extra attacks. To me, the earlier example of the 11th level Ranger at a normal attack of +14/+9/+4 is much easier to read as:

+12/+7/+2 (primary hand)
+12/+7/+2 (off hand, assuming ITWF and GTWF)

than

+12/+12/+7/+7/+2/+2.

Although, both stat blocks can be interpreted the same way.

The primary and off hand is just a lot easier to read as +xx/+yy/+zz (primary) and +uu/+vv/+ww rather than one big mish mosh. You are getting six attacks total with GTWF and those are the correct bonuses it just looks like one long math problem to me.

Thank you Nonlethal Force.

Mr. Beef
 

Mr. Beef said:
I guess that would make more sense with the character that I have designed, and it frees up a feat for something that I can use. I just need to find a good feat in one of the Complete books.

Want help? Put a bit more up about your character! When you say you are creating this character for a Story Hour ... is it a fictional story that you are writing or an actual game being played? Because if it is a fictional Story that you are writing can I make a suggestion?

I have a Story Hour that I wrote (see my sig in my earlier post) and I found that the Story was best with a good balance of combat and out-of-combat actions for things like dialogue and story-setting. I found the way I chose feats and skills helped me define the character. Since I was in charge of the story it was easier for me to choose fewer combat centered feats and more flavor feats because I knew I could make the actual plot what moves the story as opposed to the combat. [For example, the psion in the game had skill ranks in Know (dungeoneering). She was the underground expert ... and it was a role that unless I had designed her in I wouldn't have naturally written her that way. I'd recommend picking feats and skills along those lines if the Story Hour that you are writing is fiction and not a part of an actual game.

Mr. Beef said:
Thank you Nonlethal Force.

Certain. My pleasure to serve.
 

Nonlethal Force said:
Want help? Put a bit more up about your character! When you say you are creating this character for a Story Hour ... is it a fictional story that you are writing or an actual game being played? Because if it is a fictional Story that you are writing can I make a suggestion?

Look at the link in my sig and you will see a link to the characters that I have posted since late last week. I'll be putting up the Ranger after I get done posting here. It's going to be a fictional story. I'm not in any games presently and am looking to DM one in the near future with Ptolus, City by the Spire if I can get a group of 5-6 players together.

Suggestions to help with my writing are always welcome. I took a creative writing class at a college and found I really liked it once I got into things.

Nonlethal Force said:
I have a Story Hour that I wrote (see my sig in my earlier post) and I found that the Story was best with a good balance of combat and out-of-combat actions for things like dialogue and story-setting. I found the way I chose feats and skills helped me define the character. Since I was in charge of the story it was easier for me to choose fewer combat centered feats and more flavor feats because I knew I could make the actual plot what moves the story as opposed to the combat. [For example, the psion in the game had skill ranks in Know (dungeoneering). She was the underground expert ... and it was a role that unless I had designed her in I wouldn't have naturally written her that way. I'd recommend picking feats and skills along those lines if the Story Hour that you are writing is fiction and not a part of an actual game.

I have some characters with a balance of combat and non-combat feats. I think the only exception to this is the Elf Fighter/OobI character that I made that I think is a straight combat monkey. Most of those came from the fact she needed so many feats to go into OobI. The Bard for example is the groups information gatherer and broker. I have her maxed out on Knowledge (History), Gather Information and Sense Motive as well as her Bardic Knowledge ability. Her Charisma is rather high as well with all the magic items I've given her so she's good with people as well. She's based on the the character Inara from Firefly.

Thanks for the help Nonlethal Force.

Mr. Beef
 

Just a quick pointer to help you draw some attention to your stuff. I've found that many people online gloss over links that appear as the actual web address. You can make them dazzle with a few simple tricks of the trade. I'll use my own sig as a teaching tool:

NOTE: (Just reaplce all the "{}" with the corresponding "[]" to actually make it work.)

1. Add color to the Story Hour description. You can do this by using the "Color=" tag. For example, if I wanted to have "Story Hour:" appear in my sig I would type: {Color=YellowGreen}Story Hour:{/Color}. You can get a listing of all the colors from the pull down menu.

2. Add bolding to anything you want. Bolding can be used in conunction to color. In my sig I use it around the words "Story Hour:" by typing {B}{Color=YellowGreen}Story Hour:{/Color}{/B}.

3. Using an Indent can also help, as I have done in my sig. Indents can be used almost anywhere by using the "INDENT" tag. In my sig I use it like so:
Story Hour:
This full code appears like this in my sig: {Indent}{B}{Color=YellowGreen}Story Hour:{/Color}{/B}[/Indent}

4. Add a descriptive link by using the "url=" tag. For example, rather than having the actual address appear on the screen which is meaningless to most people I have this: Bitterness Overcome. To get it, this is what the code looks like: {url=http://www.enworld.org/showthread.php?t=161528}Bitterness Overcome{/url}

So, If I put it all together and add a colorful description at the end I get this:

Story Hour:
Bitterness Overcome - Complete with a proper ending and bonus text as an Epilogue.




Of course, you can do many other things once you know the basic tools. Have fun! If you are interested in catching reader's attention, give them something to look at!
 

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