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<blockquote data-quote="genshou" data-source="post: 1024375" data-attributes="member: 13164"><p><strong>Thank you, reapersaurus</strong></p><p></p><p>Great screen name, btw. And of course it's more powerful. A quarterstaff in the right (usually ranger or fighter) hands is more powerful than a greataxe (10 attacks per round for a 10th-level tempest with both heads enchanted with speed), dealing 10d6 damage from all the attacks if they all hit. Then add 1.5 Str mod x5, as well as any other modifiers that apply, and it comes out far better as magic and other bonuses are added. I've done 90 pgs. of number-crunching with weapon attack rolls and damage, and found that TWF is more powerful than anything else unless you are stupid and use two daggers compared to a scythe. And most of those attacks except for perhaps the lowest attack with each weapon will almost always hit, if you are a more attack-oriented char not constantly fighting dragons. The only real time the scythe is better is against a foe with DR you can't overcome with your weapon's enhancement bonus. Now think of using, say, two scimitars, or a falchion with monkey grip and a scimitar. Certain equipment and spells are more powerful than others. That's why they cost more, or in the case of "good" spells other than harm, allow saving throws AND SR. The 15th-level wizard shouldn't be chastised for using admixed fireballs to deal 30d6 pts. of damage with a 7th-level spell. The fact that it's more powerful than other 7th-level spells is insignificant to me. I don't force all my players to be pansies hiding behind their mothers' skirts, and yet I still keep game balance. It's not as hard as certain people on this board (who I cannot name for both their honor and mine) make it seem.</p></blockquote><p></p>
[QUOTE="genshou, post: 1024375, member: 13164"] [b]Thank you, reapersaurus[/b] Great screen name, btw. And of course it's more powerful. A quarterstaff in the right (usually ranger or fighter) hands is more powerful than a greataxe (10 attacks per round for a 10th-level tempest with both heads enchanted with speed), dealing 10d6 damage from all the attacks if they all hit. Then add 1.5 Str mod x5, as well as any other modifiers that apply, and it comes out far better as magic and other bonuses are added. I've done 90 pgs. of number-crunching with weapon attack rolls and damage, and found that TWF is more powerful than anything else unless you are stupid and use two daggers compared to a scythe. And most of those attacks except for perhaps the lowest attack with each weapon will almost always hit, if you are a more attack-oriented char not constantly fighting dragons. The only real time the scythe is better is against a foe with DR you can't overcome with your weapon's enhancement bonus. Now think of using, say, two scimitars, or a falchion with monkey grip and a scimitar. Certain equipment and spells are more powerful than others. That's why they cost more, or in the case of "good" spells other than harm, allow saving throws AND SR. The 15th-level wizard shouldn't be chastised for using admixed fireballs to deal 30d6 pts. of damage with a 7th-level spell. The fact that it's more powerful than other 7th-level spells is insignificant to me. I don't force all my players to be pansies hiding behind their mothers' skirts, and yet I still keep game balance. It's not as hard as certain people on this board (who I cannot name for both their honor and mine) make it seem. [/QUOTE]
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