Round 13 is Over


log in or register to remove this ad

Wulf Ratbane said:
So on the one hand, it doesn't provide a real bonus, and is only useful to offset a situational modifier, and on the other hand, it's only useful to an extremely limited one-trick character archetype.

Flawless reasoning.
One might also note that TWF is a pretty limited archetype, as it requires you to spend piles of feats and money to do so, and to use up your shield hand and miss out on the best of Power Attack. We who voted for it (I did previously, but not this round) have reasons.
 


Two Weapon Fighting

Missing more often for an extra attack isn't worth the extra damage edge of a two-hander or the extra protection of a shield. I'm not saying TWF sucks or anything, just from that list it's the one I'd pick.

And I won an award! Yippie!
 

POWER ATTACK, in the hands of a two-handed weapon wielder, is the one feat solution to DR, dungeon scenery, and hard to kill plot device magic like phylacteries! It makes sword and boarders a substandard option! It's non-parallel with strength bonuses and Combat Expertise. And it was done because "150% is hard math!" It MUST die!!!!!!1111eleven!!!!

Support your local sword and boarders and support math education! Cast your vote now to boot POWER ATTACK!
 

Two-Weapon Fighting

spunkrat said:
ROUND 13 - QUICKEN SPELL IS DEAD

The award for round 12 is split between myself (for putting Quicken Spell in the elimnated list)

Hey, you were prescient. You knew it was next to go before we figured it out.

Now that the feat list has been purged of metamgic... the choice has gotten tougher. Every one of the remaining feats has its place... But I'll go with Two-Weapon Fighting because the penalties even with the feat are a bit too much. (Between that and Power Attack.)
 


Improved Init. It's only useful once per combat, and even then, only if your opponents don't roll better than you. It's weak.
 



Remove ads

Top