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General Tabletop Discussion
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Scaling the number of off-hand attacks?
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<blockquote data-quote="spinozajack" data-source="post: 6625636" data-attributes="member: 6794198"><p>Agreed. I also think the problem of too many dice rolled every round is made worse by choosing weapons that have multiple dice per attack, like the 2d6 weapons. Once you get to 3 attacks, and a crit, it gets a little much. Actually a lot much. 6d6 is similar to 3d12 and 3d12 is half the dice, but still plenty. </p><p></p><p>What they might have done for dual wielding is made your main hand and off hand attacks all do 1/2 damage unless you have the fighting style which makes it full damage, and force the player to alternate hands. So it's not, main attack, main attack, off hand, at level 5, it's main, off, main. At level 11 it becomes even again, main, off, main, off. That way the fact that you chose the two weapon fighting style remains important as you gain more attacks, and even discourages dual wielding at higher levels unless you took that fighting style at level 1.</p><p></p><p>Normally I'm against encouraging people to take a 1 level dip in fighter, but this is a solid reason to. </p><p></p><p>I would much rather rogues have 1d6 + half dex per each of their short sword attacks, than 1d6 + dex for main, and 1d6 for off hand. Or give people the choice, at least. That way you can't have to remember which d20 was rolled for which attack, and you can roll both d20s at the same time. The current way the system works is, you need to call out which d20 is for which arm's attack, and that's annoying (to me).</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6625636, member: 6794198"] Agreed. I also think the problem of too many dice rolled every round is made worse by choosing weapons that have multiple dice per attack, like the 2d6 weapons. Once you get to 3 attacks, and a crit, it gets a little much. Actually a lot much. 6d6 is similar to 3d12 and 3d12 is half the dice, but still plenty. What they might have done for dual wielding is made your main hand and off hand attacks all do 1/2 damage unless you have the fighting style which makes it full damage, and force the player to alternate hands. So it's not, main attack, main attack, off hand, at level 5, it's main, off, main. At level 11 it becomes even again, main, off, main, off. That way the fact that you chose the two weapon fighting style remains important as you gain more attacks, and even discourages dual wielding at higher levels unless you took that fighting style at level 1. Normally I'm against encouraging people to take a 1 level dip in fighter, but this is a solid reason to. I would much rather rogues have 1d6 + half dex per each of their short sword attacks, than 1d6 + dex for main, and 1d6 for off hand. Or give people the choice, at least. That way you can't have to remember which d20 was rolled for which attack, and you can roll both d20s at the same time. The current way the system works is, you need to call out which d20 is for which arm's attack, and that's annoying (to me). [/QUOTE]
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Scaling the number of off-hand attacks?
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