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General Tabletop Discussion
*Pathfinder & Starfinder
Races and Classes, Two-Weapon Fighting?
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<blockquote data-quote="Kaisoku" data-source="post: 3966315" data-attributes="member: 58447"><p>I think the major drawback to fighting with two large weapons comes from trying to use them with the same combat technique as a long/short combo.</p><p></p><p>Basically, two longer weapons would require a different sort of movements to be effective (momentum, positioning, etc)... as different as using a poking weapon vs a chopping weapon practically.</p><p></p><p>There should be room for the Whirling Dervish, as much as the Renaissance Fencer.</p><p></p><p>What this says to me though is that there would need to be a choice to make.. a style of combat choice essentially. A larger weapon in the offhand isn't necessarily "more damage" just as using two weapons in general isn't necessarily more damage (as many have attested to in this thread, and I agree). More damage might come from the offhand weapon tying up or distracting so you land your other weapon more fully, which equates to a flat bonus and not a dice difference.</p><p></p><p>So maybe when choosing your TWF, it's not so general.. and instead you choose your combat style (long + short, two long, spear or trident + net, onehand weapon + cloak, etc). This means a person who does TWF stuff wouldn't be able to just suddenly use two sabers and fight like a saracen, or even better... use a net effectively in the offhand, when he's chosen the rapier/dagger style. Or at least not as effectively...</p><p></p><p>Then there would always be the option to maybe train in that style.. so a feat or tree option to pick up another weapon combination that you can use ALL your TWF tree with, etc.</p><p></p><p>This would probably provide the most balance between gamist and simulationist mechanics.</p><p></p><p></p><p></p><p>Also, I'd personally like to see an empty offhand give a bit of a flexible bonus as well. It's always seemed to me that I want to use my empty hand when doing things close quarters with someone, or disarming or whatnot... maybe this would reflect better in having mechanics like disarm, stun/knockdown/trip, grapple, etc, give a bonus to attack or DC if you have an empty hand.</p><p></p><p>There's also the Tai Chi blade style of combat, where the offhand empty hand is critical in balancing the movements to get the most out of the normally bending blade. This is more "far eastern" style that would probably serve better in a PHBX or supplement though.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 3966315, member: 58447"] I think the major drawback to fighting with two large weapons comes from trying to use them with the same combat technique as a long/short combo. Basically, two longer weapons would require a different sort of movements to be effective (momentum, positioning, etc)... as different as using a poking weapon vs a chopping weapon practically. There should be room for the Whirling Dervish, as much as the Renaissance Fencer. What this says to me though is that there would need to be a choice to make.. a style of combat choice essentially. A larger weapon in the offhand isn't necessarily "more damage" just as using two weapons in general isn't necessarily more damage (as many have attested to in this thread, and I agree). More damage might come from the offhand weapon tying up or distracting so you land your other weapon more fully, which equates to a flat bonus and not a dice difference. So maybe when choosing your TWF, it's not so general.. and instead you choose your combat style (long + short, two long, spear or trident + net, onehand weapon + cloak, etc). This means a person who does TWF stuff wouldn't be able to just suddenly use two sabers and fight like a saracen, or even better... use a net effectively in the offhand, when he's chosen the rapier/dagger style. Or at least not as effectively... Then there would always be the option to maybe train in that style.. so a feat or tree option to pick up another weapon combination that you can use ALL your TWF tree with, etc. This would probably provide the most balance between gamist and simulationist mechanics. Also, I'd personally like to see an empty offhand give a bit of a flexible bonus as well. It's always seemed to me that I want to use my empty hand when doing things close quarters with someone, or disarming or whatnot... maybe this would reflect better in having mechanics like disarm, stun/knockdown/trip, grapple, etc, give a bonus to attack or DC if you have an empty hand. There's also the Tai Chi blade style of combat, where the offhand empty hand is critical in balancing the movements to get the most out of the normally bending blade. This is more "far eastern" style that would probably serve better in a PHBX or supplement though. [/QUOTE]
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