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Two-handed weapons and spellcasting
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2016888" data-attributes="member: 23094"><p>Interesting reading, Thanee. </p><p></p><p>I rule a little differently, the philosophy behind which is based on the way in which a monk's flurry of blows works (i.e., when you make a full attack and flurry, you can intersperse an attack with any special monk weapon you are wielding in place of an unarmed attack). For instance, a monk wielding a quarterstaff and full-attacking can freely choose to use Head 1, Head 2, or Unarmed Strike for any given attack roll.</p><p></p><p>I believe that rule should be more generally applied to all combatants, rather than exist as a separate case.</p><p></p><p>Under my ruling, "fighting this way" from the TWF line of feats refers to "using more than one weapon to gain more attacks in a round than you normally could have."</p><p></p><p>There are no other rules on handedness.</p><p></p><p>So, if you have a Fighter 11 who has, in hand, a dagger and a rapier, and who has taken the Improved Unarmed Strike Feats, he's got three attacks per round. He is wielding three weapons: a dagger, a rapier, and an unarmed strike.</p><p></p><p>His normal full-round attack is +11 / +6 / +1. When he attacks, he may elect to strike Rapier, Dagger, Unarmed Strike; or Rapier, Rapier, Rapier; or Dagger, Dagger, Unarmed Strike, etc. Each gets 1x Strength bonus (as normal for a single-hand attack).</p><p></p><p>Alternatively, he can use the TWF rules to attack at +9 / +9 / +4 / +4 / -1. Out of any given pairing (+9 / +9, +4 / +4), the second must be made with a different weapon than the first. So, one could attack Rapier / Dagger, Rapier / Unarmed Strike, Rapier, but one couldn't attack Rapier / Rapier, Rapier / Rapier, Unarmed Strike. The second attack in each pairing receives .5 Strength damage.</p><p></p><p>I believe this point of view avoids some unnecessary complications - like, say, a defending weapon only working "when wielded," which means that an off-hand dagger of defending spends most of its time being useless; you can make an AoO with any weapon available to you - even though it introduces some others.</p><p></p><p>I find this makes more fun - a Fighter with multiple attacks and quickdraw can draw and throw a number of daggers and still menace the wizard with his sword.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2016888, member: 23094"] Interesting reading, Thanee. I rule a little differently, the philosophy behind which is based on the way in which a monk's flurry of blows works (i.e., when you make a full attack and flurry, you can intersperse an attack with any special monk weapon you are wielding in place of an unarmed attack). For instance, a monk wielding a quarterstaff and full-attacking can freely choose to use Head 1, Head 2, or Unarmed Strike for any given attack roll. I believe that rule should be more generally applied to all combatants, rather than exist as a separate case. Under my ruling, "fighting this way" from the TWF line of feats refers to "using more than one weapon to gain more attacks in a round than you normally could have." There are no other rules on handedness. So, if you have a Fighter 11 who has, in hand, a dagger and a rapier, and who has taken the Improved Unarmed Strike Feats, he's got three attacks per round. He is wielding three weapons: a dagger, a rapier, and an unarmed strike. His normal full-round attack is +11 / +6 / +1. When he attacks, he may elect to strike Rapier, Dagger, Unarmed Strike; or Rapier, Rapier, Rapier; or Dagger, Dagger, Unarmed Strike, etc. Each gets 1x Strength bonus (as normal for a single-hand attack). Alternatively, he can use the TWF rules to attack at +9 / +9 / +4 / +4 / -1. Out of any given pairing (+9 / +9, +4 / +4), the second must be made with a different weapon than the first. So, one could attack Rapier / Dagger, Rapier / Unarmed Strike, Rapier, but one couldn't attack Rapier / Rapier, Rapier / Rapier, Unarmed Strike. The second attack in each pairing receives .5 Strength damage. I believe this point of view avoids some unnecessary complications - like, say, a defending weapon only working "when wielded," which means that an off-hand dagger of defending spends most of its time being useless; you can make an AoO with any weapon available to you - even though it introduces some others. I find this makes more fun - a Fighter with multiple attacks and quickdraw can draw and throw a number of daggers and still menace the wizard with his sword. [/QUOTE]
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