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Mearls House Rule: Two-Weapon Fighting
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<blockquote data-quote="ClaytonCross" data-source="post: 7515081" data-attributes="member: 6880599"><p>Sure that is possible with any build. For <strong>context</strong> though in order for balance to even matter you need to be in a campaign where that leans more to strategic combat than just story telling. Am I wrong in saying you have been pretty vocal about the importance of story over all? I mean you might be in jest but …</p><p></p><p></p><p></p><p>I get the you, 5ekyu, and another name that starts with an S confused so I maybe wrong here. (So feel free to correct me). However can does your group feel pleasured in combat to the point were minor balance lose is important? Because as a player I feel like my GM is trying to kill me (no so much my group but me because we argue about rules so he thinks I am a rules lawyer, but I am not arguing with him to "play" the rules for gain but because he is a story GM and likes to ignore them when I used them and enforce rules that don't exist when I try and do something that doesn't fit his preconceived plan for the story, I am pushing for consistency of rules for the sake of player agency. No one likes to be railroaded by story. So when he picks his targets their is a tendency to see if I am option first), I don't think its a conscious goal of his but as a result my PCs are constantly fighting for their lives so I can't take super sub-optimal story characters or they just die unless my group guards me (they agree this is a thing and have guarded me but it gets annoying if its an every session thing.) As a result, me have a level'd character gives the group time to react. I don't have to optimize, but I can't pull the group down or they just let the GM kill me so that I try again. As a GM, I build encounters usually at the deadly level for the group with a random modifier that makes it easier or harder so that unless they get an exceptionally good modifier roll their fights are not just story trivial as a rule and sometimes they really should run. However, I also usually don't hit them with all the enemies in one turn and give them awareness of the "second wave" so if the first wave kicks their butt they are likely to survive but are aware that continue to fight will likely end in PC death. With this level of difficulty, there is noticeable difference in lost of action economy and DPR. Sometimes they come up with a battle strategy that makes a single combat trivial but that's a one off and good on them. </p><p></p><p>My point is I prefer games where combat is priority to degree and keeps tension high. I need story too but if your playing with a focus on story and fighting is not important to your group the ability use two-weapon fighting and it not matter could be a matter or play style not caring it your PCs have combat deficiencies. If your honest is that the case with your party? If not and your in a heavy combat environment where balance matters … c<strong>ould you give more information on your successful non-rogue two weapon fighting build?</strong> ...because I could not come up with one that worked after level 5 when most of the melee classes get extra attack and use two handed weapon for two attacks at more damage or a weapon and shield to tank.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7515081, member: 6880599"] Sure that is possible with any build. For [B]context[/B] though in order for balance to even matter you need to be in a campaign where that leans more to strategic combat than just story telling. Am I wrong in saying you have been pretty vocal about the importance of story over all? I mean you might be in jest but … I get the you, 5ekyu, and another name that starts with an S confused so I maybe wrong here. (So feel free to correct me). However can does your group feel pleasured in combat to the point were minor balance lose is important? Because as a player I feel like my GM is trying to kill me (no so much my group but me because we argue about rules so he thinks I am a rules lawyer, but I am not arguing with him to "play" the rules for gain but because he is a story GM and likes to ignore them when I used them and enforce rules that don't exist when I try and do something that doesn't fit his preconceived plan for the story, I am pushing for consistency of rules for the sake of player agency. No one likes to be railroaded by story. So when he picks his targets their is a tendency to see if I am option first), I don't think its a conscious goal of his but as a result my PCs are constantly fighting for their lives so I can't take super sub-optimal story characters or they just die unless my group guards me (they agree this is a thing and have guarded me but it gets annoying if its an every session thing.) As a result, me have a level'd character gives the group time to react. I don't have to optimize, but I can't pull the group down or they just let the GM kill me so that I try again. As a GM, I build encounters usually at the deadly level for the group with a random modifier that makes it easier or harder so that unless they get an exceptionally good modifier roll their fights are not just story trivial as a rule and sometimes they really should run. However, I also usually don't hit them with all the enemies in one turn and give them awareness of the "second wave" so if the first wave kicks their butt they are likely to survive but are aware that continue to fight will likely end in PC death. With this level of difficulty, there is noticeable difference in lost of action economy and DPR. Sometimes they come up with a battle strategy that makes a single combat trivial but that's a one off and good on them. My point is I prefer games where combat is priority to degree and keeps tension high. I need story too but if your playing with a focus on story and fighting is not important to your group the ability use two-weapon fighting and it not matter could be a matter or play style not caring it your PCs have combat deficiencies. If your honest is that the case with your party? If not and your in a heavy combat environment where balance matters … c[B]ould you give more information on your successful non-rogue two weapon fighting build?[/B] ...because I could not come up with one that worked after level 5 when most of the melee classes get extra attack and use two handed weapon for two attacks at more damage or a weapon and shield to tank. [/QUOTE]
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