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Mearls House Rule: Two-Weapon Fighting
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<blockquote data-quote="toucanbuzz" data-source="post: 7514278" data-attributes="member: 19270"><p>I'm not adverse to D&D having a series of basic, core rules and "optional, advanced" rules such as Disarming, Tumbling, and whatever this proposal to TWF is as it really sounds a lot like 3rd edition, and the whole point of 5th was, in large part, to get away from the rules bloat and numbers minutia of 3rd. </p><p></p><p>Personally, the simplicity of TWF works as-is and if it needed to be better, I'd simply tweak the existing Dual Wielder Feat.</p><p></p><p><strong><u>Analysis</u></strong></p><p></p><p>So a -4 to hit virtually assures I'll never use TWF for an extra attack before 5th level unless I've got some serious Advantage attacks going on (assuming an average +6 to hit at levels 1-3, when down to a +2, doubtful I'd ever use this except against soft-skinned AC12 beasts (even then a 50/50 proposition). I have a feeling people would then want more exceptions to those penalties than waiting for Extra Attack, which is awfully reminiscent of a certain chart in 3rd edition. </p><p></p><p>Till then, my extra weapon is just as good as a Shield, even though I have no idea how hiding behind my dagger can be better than hiding behind a shield when arrows start raining down. Shields get downgraded in that there's a lot more benefit from having an extra weapon in hand that can be used against soft targets as needed (the tradeoff being going from a d8 to a d6 weapon).</p><p></p><p>Realistically, two-weapon fighting isn't as good as a shield. Against one melee opponent, sure, the other weapon can be used to block, but it does nothing against ranged weapons, and multiple opponents gets to be a problem. So maybe the AC bonus, if any is to be given for free, doesn't apply against ranged attacks or only applies to one attacker.</p><p></p><p><em>Leery on tweaks. The tradeoff for TWF has always been more damage for less AC and a sacrifice (in the past to accuracy, in the present to a Bonus action), unless you've got a special class feature going on. Great for rogues, more chances to tag a sneak attack hit, great for enchanted weapons that rely on effects instead of raw damage.</em></p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7514278, member: 19270"] I'm not adverse to D&D having a series of basic, core rules and "optional, advanced" rules such as Disarming, Tumbling, and whatever this proposal to TWF is as it really sounds a lot like 3rd edition, and the whole point of 5th was, in large part, to get away from the rules bloat and numbers minutia of 3rd. Personally, the simplicity of TWF works as-is and if it needed to be better, I'd simply tweak the existing Dual Wielder Feat. [B][U]Analysis[/U][/B] So a -4 to hit virtually assures I'll never use TWF for an extra attack before 5th level unless I've got some serious Advantage attacks going on (assuming an average +6 to hit at levels 1-3, when down to a +2, doubtful I'd ever use this except against soft-skinned AC12 beasts (even then a 50/50 proposition). I have a feeling people would then want more exceptions to those penalties than waiting for Extra Attack, which is awfully reminiscent of a certain chart in 3rd edition. Till then, my extra weapon is just as good as a Shield, even though I have no idea how hiding behind my dagger can be better than hiding behind a shield when arrows start raining down. Shields get downgraded in that there's a lot more benefit from having an extra weapon in hand that can be used against soft targets as needed (the tradeoff being going from a d8 to a d6 weapon). Realistically, two-weapon fighting isn't as good as a shield. Against one melee opponent, sure, the other weapon can be used to block, but it does nothing against ranged weapons, and multiple opponents gets to be a problem. So maybe the AC bonus, if any is to be given for free, doesn't apply against ranged attacks or only applies to one attacker. [I]Leery on tweaks. The tradeoff for TWF has always been more damage for less AC and a sacrifice (in the past to accuracy, in the present to a Bonus action), unless you've got a special class feature going on. Great for rogues, more chances to tag a sneak attack hit, great for enchanted weapons that rely on effects instead of raw damage.[/I] [/QUOTE]
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Mearls House Rule: Two-Weapon Fighting
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