First time posting, new to modern D&D until last week.
Long story short, old friend of mine from college is an avid D&D player and sent me a copy of the new version to look over and critique.
Most of the rules and structure seems pretty solid with a few glaring flaws, that seem to get my attention.
Ranger's as a default attack are able to twice while dual wielding with 2 completely independant weapons of equal potential power with only a minor damage reduction which would quickly become insignificant as the game progresses.
Off the top of my head this seems poorly thought out compared to the rest of the system. I can think of 2 simple replacements that would potentially work within the rules better, yet retain the look and feel of the ability.
1. Roll a 20 sided dice for each weapon while dual wielding and take your pick of one or the other in resolving an attack. Improves the basic chance to hit, but doesn't potentially create a spike in damage. Taken from the old adage, "Measure twice, cut once."
2. Make the secondary weapon attack usable only after the primary successfully hits. In addition, probably remove the + Strength to damage of the secondary attack.
Any comments as to why it might or might not work within the D&D rules would be appreciated.
Seeing as I haven't actually played a game of D&D since middle school, unless you count the old Baldur's Gate series of computer games, this is all math and theory. I'm considering trying the game out once the online D&D game is up and running in the near future.
Long story short, old friend of mine from college is an avid D&D player and sent me a copy of the new version to look over and critique.
Most of the rules and structure seems pretty solid with a few glaring flaws, that seem to get my attention.
Ranger's as a default attack are able to twice while dual wielding with 2 completely independant weapons of equal potential power with only a minor damage reduction which would quickly become insignificant as the game progresses.
Off the top of my head this seems poorly thought out compared to the rest of the system. I can think of 2 simple replacements that would potentially work within the rules better, yet retain the look and feel of the ability.
1. Roll a 20 sided dice for each weapon while dual wielding and take your pick of one or the other in resolving an attack. Improves the basic chance to hit, but doesn't potentially create a spike in damage. Taken from the old adage, "Measure twice, cut once."
2. Make the secondary weapon attack usable only after the primary successfully hits. In addition, probably remove the + Strength to damage of the secondary attack.
Any comments as to why it might or might not work within the D&D rules would be appreciated.
Seeing as I haven't actually played a game of D&D since middle school, unless you count the old Baldur's Gate series of computer games, this is all math and theory. I'm considering trying the game out once the online D&D game is up and running in the near future.