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<blockquote data-quote="Tormyr" data-source="post: 6313542" data-attributes="member: 6776887"><p>Sure dual wielding is more reliable at doing some damage, but there are going to be a lot of turns that you do only 1d6 damage because only one of your attacks hit.</p><p></p><p>I personally am happy that they have given different damage rolls to different weapons. Dual wielders get 2dX but can attack separate targets. The greatsword has a longer edge and a point, allowing more options for reliably doing damage (2d6) such as slashing, poking or dragging across the target, while the greataxe has a more concentrated edge which makes it harder to land the full force of the damage on the target even when you hit it, but if you hit it solidly, watch out (1d12).</p><p></p><p>These different options make sense story wise, and story seems to come up trumps in this version (which is fine by me). I have a half-gnoll paladin who plays up his dog half and so keeps a supply of bolas because they have balls on the end, even though they only do 1 damage and he keeps missing. Story is fun. The weapon damage rolls fit the story and make sense from a story point of view.</p><p></p><p>I think the designers put more thought into this than some give them credit.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6313542, member: 6776887"] Sure dual wielding is more reliable at doing some damage, but there are going to be a lot of turns that you do only 1d6 damage because only one of your attacks hit. I personally am happy that they have given different damage rolls to different weapons. Dual wielders get 2dX but can attack separate targets. The greatsword has a longer edge and a point, allowing more options for reliably doing damage (2d6) such as slashing, poking or dragging across the target, while the greataxe has a more concentrated edge which makes it harder to land the full force of the damage on the target even when you hit it, but if you hit it solidly, watch out (1d12). These different options make sense story wise, and story seems to come up trumps in this version (which is fine by me). I have a half-gnoll paladin who plays up his dog half and so keeps a supply of bolas because they have balls on the end, even though they only do 1 damage and he keeps missing. Story is fun. The weapon damage rolls fit the story and make sense from a story point of view. I think the designers put more thought into this than some give them credit. [/QUOTE]
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