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General Tabletop Discussion
*Pathfinder & Starfinder
Races and Classes, Two-Weapon Fighting?
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<blockquote data-quote="Zaruthustran" data-source="post: 3952813" data-attributes="member: 1457"><p>Not that real life matters overmuch to a game, but IRL one of the main advantages of TWF is that you can boost your attack *or* your defence. You can use that dagger to parry an incoming attack, or you can reach out and tap aside your opponent's defending weapon in order to open a channel for your attacking hand. Or you can lock your main weapon with your opponent's weapon, close, and girk the other guy with a dagger thrust.</p><p></p><p>Good fun! Man, I can't wait for tournament season to start again...</p><p></p><p>Anyway, it seems like the most "common sense" solution for TWF that sticks to the proposed "reduce # of attacks" paradigm is to allow TWF to add +1 to either attack rolls or AC, at your option each round. The +1 to AC is not as good as the +2 from a big shield, but then again the shield can't be used to give an attack bonus. And then there's the advantage of having a light weapon already in hand (for cases of grappled and swallowed whole, or when you need to make a ranged attack but can't spare a Move action to draw). The other advantage is that when you make the attack, you can choose which weapon is the weapon that actually delivers the blow. So if you dual wield a flaming sword and a ghost touch dagger, you can choose which one hits and which one grants the bonus to AC or attack.</p><p></p><p>Seems reasonable. </p><p></p><p>TWF should not grant an extra attack. That's not what TWF is for. Even if you swing both weapons at the exact same time, that's only to try to get the opponent to choose between blocking one or the other. To me, that's equivalent to the +1 to attack.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3952813, member: 1457"] Not that real life matters overmuch to a game, but IRL one of the main advantages of TWF is that you can boost your attack *or* your defence. You can use that dagger to parry an incoming attack, or you can reach out and tap aside your opponent's defending weapon in order to open a channel for your attacking hand. Or you can lock your main weapon with your opponent's weapon, close, and girk the other guy with a dagger thrust. Good fun! Man, I can't wait for tournament season to start again... Anyway, it seems like the most "common sense" solution for TWF that sticks to the proposed "reduce # of attacks" paradigm is to allow TWF to add +1 to either attack rolls or AC, at your option each round. The +1 to AC is not as good as the +2 from a big shield, but then again the shield can't be used to give an attack bonus. And then there's the advantage of having a light weapon already in hand (for cases of grappled and swallowed whole, or when you need to make a ranged attack but can't spare a Move action to draw). The other advantage is that when you make the attack, you can choose which weapon is the weapon that actually delivers the blow. So if you dual wield a flaming sword and a ghost touch dagger, you can choose which one hits and which one grants the bonus to AC or attack. Seems reasonable. TWF should not grant an extra attack. That's not what TWF is for. Even if you swing both weapons at the exact same time, that's only to try to get the opponent to choose between blocking one or the other. To me, that's equivalent to the +1 to attack. [/QUOTE]
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