Two haste weapons

I'd say sure it works.

"When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plas any modifiers appropriate to the situation.(This benefit is not cumulative with similar effects, such as a haste spell."

Thus, a speed weapon gives you an extra attack with that weapon. With two speed weapons, you get an extra attack with each one. As the speed enchantment affects that weapon alone, weilding a second speed weapon should have no impact on the first. So they work seperate of one another, and thus do not cancel each other out and do not overlap.
 
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KaeYoss said:
Well, actually it is quite scary if you can crit with a scimitar on 12-20 (or even more if you take into account some PrC's). Make that a keen vorpal scimitar, and all's set. (Of course, you'd have to find a DM who actually plays vorpal as described in the 3.0 DMG).

So that was a problem with vorpal ;)

Really, 12- 20 might be scary, but it was rarely entirely useful. The larger your crit range the more likely it is that parts of it just wont matter. So in effect you start loseing even more damage as compared to other weapons.

Fun effect? yes. Effective? not really.
 


KaeYoss said:
Well, actually it is quite scary if you can crit with a scimitar on 12-20 (or even more if you take into account some PrC's). Make that a keen vorpal scimitar, and all's set. (Of course, you'd have to find a DM who actually plays vorpal as described in the 3.0 DMG).

What makes criticals scary is that they effectively give you more hits each time. At high levels, it really doesn't take that many hits to finish off someone, so each extra hit you get is significant.

This is situational to some degree, because a lot of monsters aren't subject to crits. But situational modifiers are a suspect way of balancing things: taken to its logical conclusion, it's like saying someone can overshadow everybody else half the time, if he's totally useless the other half. It's the head-in-oven/feet-in-ice-bucket problem in a slightly different guise.
 

Scion said:
Really, 12- 20 might be scary, but it was rarely entirely useful. The larger your crit range the more likely it is that parts of it just wont matter. So in effect you start loseing even more damage as compared to other weapons.

AC does not, as a general rule, keep pace with attack bonus. At high levels, it's not that uncommon to miss only on a 1. The exception is iterative attacks, but on those you're also likely to miss altogether, so it's a wash, comparatively speaking.
 

hong said:
AC does not, as a general rule, keep pace with attack bonus. At high levels, it's not that uncommon to miss only on a 1. The exception is iterative attacks, but on those you're also likely to miss altogether, so it's a wash, comparatively speaking.

If you are going to miss on a 15 or lower then part of your crit range is wasted. Iterative attacks matter.

Still, AC can be very high or very low at higher levels. But then it is pretty easy to become immune to crits and just ignore the crit range guy. If a character really focuses on AC they can get into the stratosphere. Some creatures just have a naturally high ac (such as dragons).

Now, in 3.5, you can be immune to crits and power attack. Along with gain a good amount of dr.. now that would make for a rough bad guy.

Not a big deal overall though, many people have run the numbers many times over the whole spectrum. They have come to the same conclusion each time.

But if you wish to run your own numbers I would be interested in seeing them.
 

Scion said:
If you are going to miss on a 15 or lower then part of your crit range is wasted. Iterative attacks matter.

Standing in range of a typical CR 15 brute so you can get iterative attacks in is suicide.

Still, AC can be very high or very low at higher levels. But then it is pretty easy to become immune to crits and just ignore the crit range guy.

It is very easy for SOME people to become immune to crits. It strains believability to have EVERYBODY be immune to crits, not to mention becoming very tiresome for the crit-focused character. And if crits are so badass that crit immunity becomes a must-have, well, that's not a very good way of showing improved crit+keen is underpowered.

If a character really focuses on AC they can get into the stratosphere.

Big deal. If you have to plan encounters solely to neutralise a given tactic, that's a damn good indication that tactic is a problem.

Some creatures just have a naturally high ac (such as dragons).

See situational modifiers comment.

Now, in 3.5, you can be immune to crits and power attack. Along with gain a good amount of dr.. now that would make for a rough bad guy.

What?

Not a big deal overall though, many people have run the numbers many times over the whole spectrum. They have come to the same conclusion each time.

Yes, that it's a change worth whinging about.
 
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hong said:
Standing in range of a typical CR 15 brute so you can get iterative attacks in is suicide.

For who? Characters can be designed to BE the CR 15 brute. So they could stand head to head to get those iterative attacks. TWF's 'need' to get up there and get iterative attacks.

hong said:
It is very easy for SOME people to become immune to crits. It strains believability to have EVERYBODY be immune to crits

everybody? not until very high levels at least. But as you go up in levels more and more are resistant are immune, that is just the way that the game is designed.
 

Scion said:
For who? Characters can be designed to BE the CR 15 brute. So they could stand head to head to get those iterative attacks.

Have you tried this lately?

TWF's 'need' to get up there and get iterative attacks.

Life wasn't meant to be easy for a TWF guy.


everybody? not until very high levels at least. But as you go up in levels more and more are resistant are immune, that is just the way that the game is designed.

Pick one of the following.

1) Isn't it strange how the game is designed to nerf a tactic that is supposedly "underpowered" to begin with?

2) The game is designed to nerf rogues. Uh-huh.
 

hong said:
Pick one of the following.

1) Isn't it strange how the game is designed to nerf a tactic that is supposedly "underpowered" to begin with?

2) The game is designed to nerf rogues. Uh-huh.

Why are you just sitting there babbling?

They nerfed something that didnt need to be because the guy was an idiot or bad at math. That has been said before.

The game is designed to nerf rogues? No one said anything like this, but apparently you just dont like any part of this game.
 

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