If it came across that way I apologize. Seriously, that was/is not my intent. I really feel like that post was out of character for you since your largely at least on point. I recently had someone on another thread end up homeless an suicidal and I was in my first clumsy attempt to stretch out a olive branch for an offline conversation if you need to get something off your chest that's distracting you. Because that has actually happened to me recently on another forum and I trying to reach out to a fellow man actual concern and compassion. This was not a sarcastic attack, though I understand that is more common here and I can in hind sight see how it could be read that way. As I have never reached out before perhaps a private message would have been a better way to do that, so again I apologize it was a matter of my inexperience on trying to keep an ear out. I realize I have looked away more than have I offered a hand and I feel that is a change I should make in myself.
I don't understand the confusion here since I called out backstab directly and it does effect other classes that use hits to deliver special abilities. However, most other classes don't use two-weapon fighting because their ability doesn't scale or they have another way to get a second attack for delivery. That said, this goes back to my point about attacking my writing not my point. I could be wrong but if I didn't mention other classes also use attacks for delivery I would be inaccurate and having called out backstab specifically and you even quoted me saying "These changes for TWF are NOT for rogues" which is me clarifying that in response to Pauln6. Pauln6 wanted to say it would make rogues never fight with one weapon I expanded it does really impact them much since they would get two rolls for two attacks or advantage then Pauln6 change to how rogues needed a one handed buff but rogues have to fight with light weapons to get backstab which are generally finesse so to two-handed makes since. In the end that's a rogue issue and is off topic from the two-weapon fighting style if the complaint is "rogue don't fight well one handed". We were talking about homebrew two-weapon fighting in reference to Mike Mearl's first attempt. So what you didn't read the posts between me an Pauln6 took everything out of context and then blamed me for being unclear!?!? WOW.
Rogues problem fighting one handed is based on rogue class design. Its not a TWF issue and has nothing to do with this thread. When you level a scale you add to one side at a time. If your saying the next thread is the one weapon rogue.. sure no problem. But saying "you didn't write everything at once so nothing works!!" is simply not true ever how any rule book is done. You make a draft, you find issues, you fix issues one at a time. If the one handed rogue greataxe rogue is build you should start a thread for concept building it.
Sure but even in a complex inclusive balancing you balance one part at time. Your stuck on the rogue but you have not once said what's wrong with my compiled design or suggested a fix for such a problem. You need to balance with inclusion but you still have to isolate each section to workshop it then compare it to how it fits in the in inclusive overview. So how does my build through off the inclusive game? Not by saying Greataxe rogues are broken because those are broken with the current rule and my rule has ZERO effect on that. You need to separate Greataxe Rogue fixes, work shop them, then see if the solution you find disturbs balance in other aspects in the inclusive view. … This is again an attack on change itself not on anything I have posted with actual points. You only arguing general methodology over and over as you have done on other threads, without in intent or relation to the current thread of discution.
Leveling two sub options vs each other happens. leveling two classes vs each other happens. But their is a degree of specialization that is also considered. Your jumping off topic to argue this topic is deflection because you have not actually said what issue you have with this suggested house rule. Your avoiding it like the plague dancing around grand generalizations which aren't even true. They do balance classes but some measurements are harder than others so its not perfect but play testing is don't specifically to try. They also emphasizes unique roles and allow a level imbalance if it provides identity. Nothing about my change to two-weapon fighting does anything but attempt to bring balance closer in power to other fighting styles and provide and imbalance to a specific roll that defines it to grant it identity it is currently lacking. As it is two-weapon fighting is under powered and highly duplicated with monk martial arts and pole arm master which are simply better. The changes I made with the help of others makes them close enough to each other to make it a consideration to be picked and different enough to highlight specific style of play. That's really the best you can hope for ever. Is it the perfect? No, is it done? I don't think so. Its a process and people keep adding adjustments for improvement.
lmao. So what your saying the game is perfectly balance down and you would change nothing even though my the addition of its creators something are not perfect and their is room for improvement?
That is a true statement but it has nothing to do with two-weapon fighting not being well design with room for improvement. Its odd that your deflecting the subject of the thread and returning to the same everything has to be balanced to balance and at all the current system is imperfectly balanced perfection.
… All you have really said in this whole post is that you don't like change or the consideration of change. So again I don't understand why you bother to read house rules or post to threads about them... it seems like a great waste of your time and energy...
Ok so, seemingly needing to state the obvious - the jump from someone not liking your house rule or your approach to get to a house rule "balance" or your very definition of balance (or "leveling if you prefer that term for some reason) is not the same as have said one is "against all change" or that one feels "the game is perfectly balance down and you would change nothing even though my the addition of its creators something are not perfect and their is room for improvement" and all that kind of conclusion jumping serves is to try and phrase dismissively the comments or reasoning of those who disagree with you.
As for balancing classes - yes they certainly do - but they do not take that to include balancing each set of weapons and how those weapons work between the classes to make these packages all equal - even within one class. So, this notion as a support for an argument is faulty - given the way 5e is built - its built for CHARACTER BALANCE assuming reasonably skilled choices - not at the micro-choice level.
As a matter of fact, it has even been stated out-right that 5e balance was *not* built to balance single characters in some one-on-one output context but as a group play.
At the character level, 5e is not a point buy micro-element system. It is a "build characrer as package of sacks" system where class, race, background and even equipment are all "sacks". They did not build it so that every combo of "sacks" was equally profitable... but so that there were good combos for most any of the sacks.
So, are their combos where fighting with weapon in each hand is good - yup. is one of those a high strength single class fighter - probably not. Is that a "problem" - only if you think its vital that that combo of sacks not be included in the many "not good combos". But if you want to establish this as anything more than a preference - you need to show why not having that one combo in the "good combo list" is more objective than not having high strength greateaxe single class rogue as a combo of sacks in the "good list."
here are my problems with fighting with weapons in each hand in 5e.
1 - The biggest issue is the name- they use the exact same name for both the general mechanics of fighting with two weapons and for the fighting style that boosts that particular type of combat. That makes discussing TWF a pain because at any one time someone can switch gears and claim they were referring to the fighter-class style and not the core rule. (For this post i will use FTW for fighting with two weapons - the basic rules under making an attack) and TWF for the specific "style" and of course DW for the feat.
2 - The fighter fighting styles come in two very distinct flavors which create problems. Several (GWF, SS, Dueling) apply to "attacks" and so they scale directly as attacks increase. others do not - they provide either static benefits or they provide "reactions" required gains or otherwise limited to once per turn type of gains. TWF is one of the latter.
2a Why is this a problem? The ones that scale tend to be seen to perform for output better than the ones that dont. As tiers climb the gains from the first tier benefits seem to become less significant for the latter non-scaling choices. A simple example - protection - at first tier it allows you to spend you reaction to disadvantage *an* enemy attack and that may well be the enemy full offense for the round - often the case in fact - or at least a lot of it. At higher tiers when enemy fighters now move to three or four attacks - now that disad vs one strike is rather trivial in many cases. Meanwhile the scaling ones gain more umphh with every new attacks gained.
3 For some, The utility of feats like the 5/10s and lack of an equivalent for FTW in the DW is another imbalance of output. (Setting aside the whole question of "output" being the consideration for balance when you are talking fighting packages that use different ability scores and thus have different outside gains for the moment) we again see a perception of imbalance not from the FTW rules but from another thing that adjusts/adds-onto other options but not FTW. Again not a sign that FTW needs changing but that maybe the itch that needs scratching is here - feats.
4 Because the fighter's "thing" at the core of its output gains as it scales is "number of attacks goes up" this amplifies both of these issues - and drives hom where the core output difference lies - not with the FTW section under attacks but in the fighter class and the styles and feats that add "scaling gains" in some cases but not in others.
Consider the following - what if TWF style read "A bonus action with fighting with two weapons gives you an extra attack with the "other weapon" for each attack made - not just one attack as normal."
this leaves FTW as is for all those cases where it tends to be Ok or good now - but deals directly with the scaling.
Similar changes to protector, defense etc could increase their "gains" as tou scale as well - perhaps by linking their "scaling" to attacks spent.
Thats an example of a targeted change to the area in question that wouldn't get into rogue at all, wouldn't really affect clerics or druids or wizards.
All this said - it still remains to be open for question whether balancing/leveling a fighter's TWF style on output alone vs the other styles on output alone is actually more balanced for the game - since in other cases and in other ways the choices involve more than just output - dex vs str and how they apply to melee and ranged. its possible and even likely that if one got "level" output between FTW/TWF and GWF, archery and dueling that you wind up de facto retiring the latter due to the other benefits of DEX making the new "leveled" FTW/TWF the better choice for the overall character performance package.
thats the problem with trying to isolate and level a part in a sack in a "bundles of sacks" system where trade-offs are factored into the DNA.
All of which probably leads some to think i am just against any change or that i hate blue puppies...
meh