D&D 5E THF vs TWF

Stalker0

Legend
I enjoyed the math analysis on the Barb vs Fighter vs Monk (which you can find here if you are interested: http://www.enworld.org/forum/showthread.php?339963-Barbarian-vs-Fighter-vs-Monk&highlight=)

and I decided to do another one. Two Weapon Fighting is a discussion I have seen come up a few times recently, and since I am intrigued by the new system they are trying with TWF, I wanted to see what was on the table.


THF vs TWF

Note: Ignoring damage, TWF is currently the superior option. This is an important point to mention right off the bat. Currently TWF does not provide any attack penalties as it did in previous editions, and it comes with a number of inherent advantages:

1) Ability to hit more than 1 target. Great for mook killing.
2) Equal vulnerability to damage resistance. In previous editions, DR was a flat number, so a single strong attack was superior at penetrating it. Currently in 5e damage resistance affects 1 strong attacks or 2 weaker attacks equally, so TWF no longer has a weakness here.
3) Greater chance to crit. Beyond the damage here, any "crit based effects" get generated more often.
4) Less damage overkill. With a THF swing, i might kill a monster and do 10 extra damage. That damage is effectively wasted. With TWF, there are cases where I will kill a monster with the first swing, and transfer all of the second attacks damage to a second target. Overall, my damage efficiency is better.
5) Ability to apply effects that require hitting to activate more often. Things like stunning blow, sneak attack, poison, etc. These abilities simply require a hit, and so more attacks equals a greater chance to hit.
6) Some classes default to TWF. Right now for the monk and rogue, there isn't any real reason NOT to use TWF. These classes don't get access to the big THF weapons or shields as a default, so they naturally move to TWF as a baseline. Rangers technically can use the big weapons, but since they are normally dex based they will often default to a pair of lighter weapons as well.


That's a pretty solid list. THF sole schtick is big damage, barring any special feats. Now that's a perfectly valid schtick, but it shows us that to be balanced, THF must do more DPR than TWF. So this gives us a good starting point for our analysis.

Scenario 1: Baseline
[sblock]
Lets look at a 1st level character with no fancy tricks. He is just choosing some weapons. I will give him a damage ability stat of +3 to start (i feel that most classes will have at least a +3 in their stat). For equipment:
2 short swords (a pair of d6 weapons basically represents every TWF combo right now, as no light weapon does more than a d6)
A greataxe (GA) or a greatsword (GS) (I've wanted to see how these two weapons stack against each other anyway, so might as well throw both in to see how they compare with each other).

So lets look at some damage numbers: I am assuming a crit on a 20 in these cases.

40% chance to hit
TWF: 4.2
GS: 4.025
GA: 4.1

50%
TWF: 5.2
GS: 5.025
GA: 5.05

60%
TWF: 6.2
GS: 6.025
GA: 6

Alterations: I'm showing some example numbers for brevity, but i went ahead and recorded damage numbers for the whole range of attack rolls. Even at very high or low attack numbers, TWF still does the most damage. The difference ranges from about 2% at the highest attack rolls, to about 8% at low numbers. The Great Sword does more damage than the Great Axe when the attack is greater than 55%, else the Great Axe does more.

Analysis: The numbers are very interesting. TWF is actually THE BEST DPR combination for all cases under this scenario, though the difference is not extreme. The GS and GA are better with different niches, the Greatsword when attack chances are high, the GreatAxe when chances are lower. And since its right around 55% where the swing occurs, I would think there are enough scenarios to make both useful.

Scenario Modification: So lets make a few baseline changes to see if it makes a difference.
What if we gave the character a +5 damage stat? It narrows the gap slightly, but the results do not change.
What if the crit range was 19-20, as can happen with a fighter? The Greataxe becomes superior to the Greatsword in all cases. TWF remains stronger at attack rates above 40%, below that GA THF becomes stronger. If we increase the crit range to 18-20, TWF is only better above 60%.


Adding Numbers, the effect: Its important to note that all bonuses added to damage right now actually improve TWF more than THF. For example, the clerics holy damage or the barbarians rage damage improves TWF even more. So from the baseline, the additional bonuses of classes and spells will make TWF even stronger.

[/sblock]

Scenario 2: Multiple Attacks

[sblock]There is still some confusion on how multiple attacks interact with TWF. Its either 4 attacks (2 attacks of TWF each) or 3 attacks (2 attacks and 1 TWF attack). Mearls has indicated so far that the 3 attack option is the correct approach. The 4 attack approach would not change our current conclusions, so lets see if the 3 attack method (which should favor THF more) makes a difference.

With this scenario, we will assume a +5 stat (as a higher level character usually has the chance to beef up their stat). Again lets not look at any fancy tricks (most of them favor TWF anyway), and see if anything changes.

40%
TWF: 8.225
GS: 9.45
GA: 9.6

50%
TWF: 10.275
GS: 11.85
GA: 11.9

60%
TWF: 12.325
GS: 14.25
GA: 14.2

Analysis: In this case, the tables have turned. THF beats TWF by a good margin, 14 - 20% more damage is done in this scenario, and the results are consistent through the attack range.
[/sblock]

Scenario 3: The Hulking Barbarian
[sblock]
The Barbarian right now probably represents as classic a THF archetype as there is. As he is the class that generally demonstrates the raw fury of THF, no analysis would be complete without seeing what he does with the choice of weapons. We have already shown that at the baseline TWF is better, and the barbs bonuses actually make that gap larger. So lets take him up to 10th level where he has those 2 attacks and some greater crit damage, and see if THF shines bright.

We will give the barbarian rage (which adds 3 damage), and a 20 (+5) strength for the analysis. For the barbarian's brutal critical, I am assuming I use the weapon base damage (and not the special critical die for the GA, though I think its not completely clear).

40%
TWF (1 attack): 13.92
GA (1 attack): 11.625

TWF (2 attacks): 22.62
GA (2 attacks): 23.25

50%
TWF (1 attack): 15.72
GA (1 attack): 13.075

TWF (2 attacks): 25.57
GA (2 attacks): 26.15

60%
TWF (1 attack): 17.16
GA (1 attack): 14.235

TWF (2 attacks): 27.93
GA (2 attacks): 28.47

Analysis: For the full 2 attack scenario, THF wins out, though only slightly at about 1-5% (about as much as TWF wins out in the 1 attack baseline scenario given above). Just to compare the difference, in the 1 attack scenario TWF wins handily by 20%. Just to give context, at 50%, the 1 attack TWF was 2.6 DPR greater than THF. That means that the THF weapon would need over a +5 bonus to damage in order to match it.

[/sblock]

Overall:
I have cautioned against using math analysis in the past to make strong conclusions. Usually they are better at pointing out trends to watch for in your playtesting. However, sometimes the conclusions are strong enough that we can make concrete statements, and in this case we can.

As it stands right, at low levels (below 8th for most classes, below 4th for fighters) TWF is the BEST offensive choice....period. Not only does it provide the most damage, but it also provides a lot more flexibility in how many targets you can hit. The vast majority of intangibles (other bonuses, special abilities) tend to all strengthen TWF, so I do not believe they take away from the conclusion. If there were a lot of "add weapon dice to X" type things in the game currently, our conclusion might not be as concrete, but they are rare, and the few that exist (such as add your weapon die on a critical) do not take away from TWF's superiority.

Once 2 attacks come in, the conclusions are murkier. As a baseline, THF is much stronger than TWF with 2 attacks assuming only 1 extra attack from TWF. However, the barb examples showed us that enough secondary bonuses can let TWF close the gap...and once again when damage is equal TWF is superior due to its flexibility and consistency.


Personal Thoughts: I have finished the math part, this section is my own conjecture. I personally like how TWF works right now. I like the idea of using a big sword, and then switching to a pair of short swords when a mob comes in. 5e makes it very easy to draw and stow weapons, so weapon changing is easy. I like that I don't have to change attack numbers to bust out a TWF combo, and i like how the flexibility lets me play a character that doesn't use a "weapon style" but shifts his weapon use to the battlefield...and doesn't feel penalized by that.

So with that in mind, I think the current math scenario should change. To me, THF should be offensively superior to TWF. TWF has the flexibility, and unlike previous additions it doesn't cost me a lot to get that flexibility so I don't mind if my offense if a little weaker. I think that even at 1 attack, THF should win out, and then at 2 attacks TWF should generate 4 attacks total so that the gap between the two styles doesn't change too much.

How to do that? My first though is to give back x1.5 strength mod to damage for THF that 3.5 had. 5e doesn't have to worry about an insane power attack bonus, or a 40 strength fighter that gets a huge extra bonus. At best, a person is getting a +2 extra damage from a 18-20 strength, which I don't see as unreasonable. I personally don't feel that would be too strong vs sword and board either....AC bonuses are very rare so a +2 AC is still a really good thing, but this is just conjecture I'd have to see it in play. And of course, if that is too strong, perhaps a straight up +1 to damage could be factored in for THF.

One thing for sure, I don't want to go back to the days of attack penalties for TWF...too much fiddly math imo. I like the system as is, and I hope that with some simple tweaks they could establish a new balance baseline that would improve the game.
 
Last edited:

log in or register to remove this ad

I largely agree with your conclusions, although I personally never liked the x1.5 Str mod damage bonus, since it makes Str scores of 14 and 18 more important to reach than 16. Maybe it's just me.

Instead of boosting THF damage, what about removing the damage bonus entirely from TWF. In other words, the Twin Strike solution?

But I think we also need a solution for rogues defaulting into TWF. My stab at this would be to only allow sneak attack damage on the first attack each turn. If TWF didn't add a damage bonus from Dex, then the second weapon's damage die is balanced against the Dex modifier damage the rogue would get from using only one weapon.

Edit: On second thought, probably just allow sneak attack with a rogue's primary weapon. If she finds a way to get multiple attacks with her main hand, good for her.
 
Last edited:

I've never liked the 1.5x Str mod either. I'd rather just give out a flat bonus (like +2), then relatively low strength PCs aren't cut off from some benefit.
 

I'd rather TWF dealt full damage on both attacks, so there isn't a weird thing where one attack is different from a normal attack--A monk with TWF and flurry of blows makes a normal attack, an attack without ability mod to damage, and another normal attack. I'd rather that just be three attacks.
 

My ideal (and something I've been meaning to transfer into 4e) is this; there is no such thing as TWF. Period.

Instead, represent paired weapons as one item. Give it increased accuracy to represent multiple weapons, and that's it, so there is a straight trade-off between THF and TWF (and Sword/board) - TWF has the best accuracy, THF the best damage, S/B best defense.

I doubt something like this would be implemented, but whatever.

(in 4e terms, though these are just example numbers;

Two short swords - +3 prof, 1d6 damage
Longsword & Shield - +2 prof, 1d8 damage, +1 AC
Greatsword - +2 prof, 1d10 damage)
 
Last edited:

I feel like the simple solution would be increasing the damage dice of two-handed weapons. They'd probably have to do something more with critical hits as weapons move into having multiple dice, but I think adding an extra die is pretty lackluster anyway.

Cheers!
Kinak
 

I feel like the simple solution would be increasing the damage dice of two-handed weapons.

Absolutely. This is my solution as well.

If you bump greatsword, greataxe, and maul up to something like 2d8 damage, there's no need to add 1.5x strength bonus, and no need to add +2 damage. It just works as-is.

The only place it gets weird is with critical hits, but I think that could be fixed easily by just rolling all the weapon dice again (rather than just one).
 

I like the idea of just combining the weapons for damage.

Limit what combines to a d8+d4, d6+d6, and d6+d4. That way you get something like [W] = [1d8+1d4].
That way no combination is higher than a [d12] for a great weapon. You only get one attack even if you are dual wielding so all it does is up your damage.

Have a feat to allow for a combination of up to d8+d8.
Have another feat for great weapon users that adds a d4, making it [1d12+1d4].

This way everything is easy on the math 2 weapon style gives you more average damage, 2-hander gives you more swingyness and a greater chance to roll the top end numbers.
 

I'd also like it if there were some incentive for using only one weapon, but I can see how that wouldn't be a very popular notion. As mentioned, Rogues and Rangers are nudged into TWF by the mechanics right now. And there are some potential benefits to keeping a free hand during combat, very few of which are noticeable with the current mechanics. Even a feat, or a benefit under an existing feat like Fencing Master, would help.
 

I think it's important to recall one important element in the two weapon fighting discussion. Attacking with two weapons is fun! If you just combine the damage and make it work like two-handed weapons in all the relevant details, then there is no feel of distinction between them.

I agree with the general consensus if not the exact execution. Increasing two-handed weapon damage may be a good solution.
 

Remove ads

Top