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Tweak to TWF rules
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<blockquote data-quote="Fanaelialae" data-source="post: 6877447" data-attributes="member: 53980"><p>I think it's a bit much. With advantage, a dedicated TWF fighter (with both fighting style and feat) is potentially dealing 2d8+10 damage (before magical bonuses) on every attack. That kind of damage will be difficult for even a GWF fighter to match. If you throw an additional 2d6 damage on each attack from Hunter's Mark or the like, the GWF gets left far behind.</p><p></p><p>Admittedly, that's the idealized scenario of always having advantage, and hitting with both attacks, which certainly isn't going to always be the case. Nonetheless, I don't think TWF should be allowed to be that far ahead of GWF in any scenario, given that the TWF feat also bolsters your defense, and that it's not bad under normal or DA circumstances either.</p><p></p><p>I also don't like that it requires you to track which d20 is associated with which attack. It's too fiddly for my tastes and I've known players who (intentionally or otherwise) would mix up which die belonged to which attack (back in the days of iterative attacks). I've found that sort of mechanic to be both slow and error-prone in the past.</p><p></p><p>As for sad rogues, you shouldn't be able to eat your cake and have it too (I say this as someone who is currently playing an Arcane Trickster). Having a second chance to land sneak attack is well worth having to give up cunning action for that round. It should be a tough choice; you don't get to retry for sneak attack <em>and</em> also skirmish in the same round. Except for Swashbucklers, but that's their schtick which has its own limitations. I have more sympathy for berserkers, but the barbarian is simply not designed for TWF. It's like playing a low intelligence wizard; you can do it, but it's mechanically disadvantageous plain and simple. IMO, if you want dual wielding barbarians you should either add a class feature which makes it beneficial for them to do so (like the TW fighting style) or build a new barbarian path that centers around using two weapons.</p><p></p><p>If I were going to do this, here's how I might implement it:</p><p></p><ul> <li data-xf-list-type="ul">When you make an attack, whether it's a main attack, extra attack, opportunity attack, or anything else, if you're wielding two weapons, you can roll an extra d20 and take the better roll. If the unmodified roll is even, the attack is made with your primary hand, while if it is odd it is your off-hand. If you roll matching numbers (doubles) the attack is made with both hands.</li> <li data-xf-list-type="ul">As normal, if you hit with your off-hand weapon, don't add your ability modifier to damage unless you have the Two-Weapon Fighting combat style.</li> <li data-xf-list-type="ul">When you have advantage, roll 3 d20s and take the two highest. When you have disadvantage, roll 3 d20s and drop the highest roll.</li> </ul><p></p><p>I haven't done much mathematical analysis on this to see if it's balanced, but here's the breakdown. Having 3 dice might seem like a large amount, but whereas normal advantage is roughly the equivalent of a +4, having three d20s only adds about the equivalent of +2 on top of that. 2d20 gives you a 9.75% chance to crit, whereas 3d20 gives you a 14.26% chance. However, regardless of whether you have advantage, disadvantage, or whatever, your chance for a double attack is always fixed at 5%. That's important because, as I showed above, a double attack can pretty easily beat even GWF attacks.</p><p></p><p>My proposal makes TWF very reliable while reining in the probability of massive damage. Like your idea, under normal circumstances both houserules effectively grant advantage. Under your system however, advantage becomes a gateway to massive damage, whereas under my system it mostly just increases accuracy (with a small boost to damage from the increased chance to crit). Under your system, disadvantage is basically standard (no benefit from TWF), while my system makes disadvantage effectively a normal attack from a non-TWFing fighter (and therefore again more reliable).</p><p></p><p>I don't know whether my idea is reasonable or not (that would require more consideration and analysis to see how it stacks up against GWF and how it could be abused) but that's where I'd start if I were to go this route.</p><p></p><p></p><p></p><p>The problem with this is that if you have the TWF feat, you're dealing 2d8+modifier damage, which seems excessive. Also, it makes the fighting style irrelevant.</p><p></p><p></p><p></p><p>I will be stealing this for my campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Although I think I'll leave it off the feat. I don't want rogues to be able to dual wield without having to sacrifice a bonus action, at least not without having to dip at least a warrior level (which slows their SA progression).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6877447, member: 53980"] I think it's a bit much. With advantage, a dedicated TWF fighter (with both fighting style and feat) is potentially dealing 2d8+10 damage (before magical bonuses) on every attack. That kind of damage will be difficult for even a GWF fighter to match. If you throw an additional 2d6 damage on each attack from Hunter's Mark or the like, the GWF gets left far behind. Admittedly, that's the idealized scenario of always having advantage, and hitting with both attacks, which certainly isn't going to always be the case. Nonetheless, I don't think TWF should be allowed to be that far ahead of GWF in any scenario, given that the TWF feat also bolsters your defense, and that it's not bad under normal or DA circumstances either. I also don't like that it requires you to track which d20 is associated with which attack. It's too fiddly for my tastes and I've known players who (intentionally or otherwise) would mix up which die belonged to which attack (back in the days of iterative attacks). I've found that sort of mechanic to be both slow and error-prone in the past. As for sad rogues, you shouldn't be able to eat your cake and have it too (I say this as someone who is currently playing an Arcane Trickster). Having a second chance to land sneak attack is well worth having to give up cunning action for that round. It should be a tough choice; you don't get to retry for sneak attack [I]and[/I] also skirmish in the same round. Except for Swashbucklers, but that's their schtick which has its own limitations. I have more sympathy for berserkers, but the barbarian is simply not designed for TWF. It's like playing a low intelligence wizard; you can do it, but it's mechanically disadvantageous plain and simple. IMO, if you want dual wielding barbarians you should either add a class feature which makes it beneficial for them to do so (like the TW fighting style) or build a new barbarian path that centers around using two weapons. If I were going to do this, here's how I might implement it: [LIST] [*]When you make an attack, whether it's a main attack, extra attack, opportunity attack, or anything else, if you're wielding two weapons, you can roll an extra d20 and take the better roll. If the unmodified roll is even, the attack is made with your primary hand, while if it is odd it is your off-hand. If you roll matching numbers (doubles) the attack is made with both hands. [*]As normal, if you hit with your off-hand weapon, don't add your ability modifier to damage unless you have the Two-Weapon Fighting combat style. [*]When you have advantage, roll 3 d20s and take the two highest. When you have disadvantage, roll 3 d20s and drop the highest roll. [/LIST] I haven't done much mathematical analysis on this to see if it's balanced, but here's the breakdown. Having 3 dice might seem like a large amount, but whereas normal advantage is roughly the equivalent of a +4, having three d20s only adds about the equivalent of +2 on top of that. 2d20 gives you a 9.75% chance to crit, whereas 3d20 gives you a 14.26% chance. However, regardless of whether you have advantage, disadvantage, or whatever, your chance for a double attack is always fixed at 5%. That's important because, as I showed above, a double attack can pretty easily beat even GWF attacks. My proposal makes TWF very reliable while reining in the probability of massive damage. Like your idea, under normal circumstances both houserules effectively grant advantage. Under your system however, advantage becomes a gateway to massive damage, whereas under my system it mostly just increases accuracy (with a small boost to damage from the increased chance to crit). Under your system, disadvantage is basically standard (no benefit from TWF), while my system makes disadvantage effectively a normal attack from a non-TWFing fighter (and therefore again more reliable). I don't know whether my idea is reasonable or not (that would require more consideration and analysis to see how it stacks up against GWF and how it could be abused) but that's where I'd start if I were to go this route. The problem with this is that if you have the TWF feat, you're dealing 2d8+modifier damage, which seems excessive. Also, it makes the fighting style irrelevant. I will be stealing this for my campaign. :) Although I think I'll leave it off the feat. I don't want rogues to be able to dual wield without having to sacrifice a bonus action, at least not without having to dip at least a warrior level (which slows their SA progression). [/QUOTE]
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