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General Tabletop Discussion
*Dungeons & Dragons
October 29th Playtest Class Changes
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6039445" data-attributes="member: 882"><p>This seems attractive, but I don't think it works on paper. If you restrict TWF to light weapons or downgrade the damage dice, we're looking at 4.5 or 3.5 average damage per attack, you can then allow or disallow ability modifier on top of that. A 2H weapon is 6.5 average damage per attack, plus ability modifier. If you don't allow the ability modifier for TWF, its damage is much worse. If you do, then a high enough modifier makes it much better.</p><p></p><p>Consider +2 -> +5 Str modifiers, no ability mod allowed: TWF does 4.5/3.5, so if you hit twice you do 8, less than 6.5+2 from a 2-hander, definitely less than a 6.5+5 strong 2-hander. Even if you only hit on a 20, so that two attacks doubles your chances of one connecting, your average damage is 4.5 or 3.5 (basically 4) which is less than half 6.5+2. Maybe if you have riders that require hitting it becomes worth it.</p><p></p><p>Now allow ability modifiers, your damage jumps up to 6.5/5.5 or 9.5/8.5 for the super strong/dextrous. If you hit twice you out-damage the 2-hander (at 8.5 to 11.5). Unfortunately your increased chance to hit once means that you also out-damage the 2-hander with a high enough ability modifier.</p><p></p><p>To completely balance the two, I can only see restricting TWF to light weapons (max 1d6 damage) plus half ability modifier damage (screwing you a little with odd numbers), and then preferably making 2H weapons deal 2d6 damage. My preference lies in not giving two attacks though, offer something else (see an earlier post).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6039445, member: 882"] This seems attractive, but I don't think it works on paper. If you restrict TWF to light weapons or downgrade the damage dice, we're looking at 4.5 or 3.5 average damage per attack, you can then allow or disallow ability modifier on top of that. A 2H weapon is 6.5 average damage per attack, plus ability modifier. If you don't allow the ability modifier for TWF, its damage is much worse. If you do, then a high enough modifier makes it much better. Consider +2 -> +5 Str modifiers, no ability mod allowed: TWF does 4.5/3.5, so if you hit twice you do 8, less than 6.5+2 from a 2-hander, definitely less than a 6.5+5 strong 2-hander. Even if you only hit on a 20, so that two attacks doubles your chances of one connecting, your average damage is 4.5 or 3.5 (basically 4) which is less than half 6.5+2. Maybe if you have riders that require hitting it becomes worth it. Now allow ability modifiers, your damage jumps up to 6.5/5.5 or 9.5/8.5 for the super strong/dextrous. If you hit twice you out-damage the 2-hander (at 8.5 to 11.5). Unfortunately your increased chance to hit once means that you also out-damage the 2-hander with a high enough ability modifier. To completely balance the two, I can only see restricting TWF to light weapons (max 1d6 damage) plus half ability modifier damage (screwing you a little with odd numbers), and then preferably making 2H weapons deal 2d6 damage. My preference lies in not giving two attacks though, offer something else (see an earlier post). [/QUOTE]
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October 29th Playtest Class Changes
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