D&D 5E Two-Weapon Fighting alteration

What's even more hilarious/worse, is that at level 15, TWF begins to do slightly LESS damage on average than straight up S&B, thanks to the cumulative effect of the +2 Dueling style bonus on each of your 4 base attacks. (Unless you take the Dual wielder feat, but then so too could the S&B take some feats...)

What do you all think of one of these two options as a tweak:

Two-Weapon Fighting: When you engage in two-weapon fighting, and you hit with your primary and secondary weapon on the same target in the same round, add your weapon's damage die as bonus damage. At level 5, add twice your weapon's damage die; at level 11, add three times your weapons' damage die, at 20th level add four times your weapon's damage die.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. At 11th level, you can add your weapon's damage die as bonus damage to the attack; at 20th level you can add twice your weapon's damage die as bonus damage to the attack.

Both of these add bonus damage (rather than adding extra attacks with the off-hand weapon) go avoid the same issue that has Dueling style end up being more powerful than TWF style -- the cumulative adding of static modifiers (in this case, adding your ability modifier and the magic weapon bonus (plus potentially any other riders)).

The first style, if all attacks hit, end up being slightly more damaging than GWF, however, it's tempered (a bit) by the requirement that (at least one) of your main weapon hand attacks hit. This is mostly relevant at lower levels, but that has a bonus effect of reducing the damage done by TWF at first through 4th level where it currently outperforms both Dueling and GWF styles.

The second, if all attacks hit, ends up being slightly less damaging than GWF, but it is closer to the original fighting style wording, and simply adds extra weapon damage dice later in the level progression. (And it does nothing to lower TWF's dominance at 1-4)

(Wait, does Dual Wielder mean you can dual wield two non-light weapons? If so... need to change it from multiples of weapon damage to straight d6 or something; a bunch of extra d8s could make it swing too far in the other direction...)

Either way, both of these do bring the damage potential for TWF within range of GWF. Another, third option, would be to tweak the damage slightly, but allow a +1 Shield modifier for TWF -- in effect, this would create a choice where you take the Dueling feat for S&B and maximum protection, GWF for maximum damage, and TWF for the middle ground -- a bit more damage capacity than Dueling, but trading off for not as good protection.

Thoughts? :)

peace,

Kannik
 

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So let's look at basic attacks
Level 1-4
TWF = 2d6 + 2*mod
GWF = 2d6 + mod

Level 5-10
TWF = 3d6 + 3*mod
GWF = 4d6 + 2*mod

Level 11-19
TWF = 4d6 + 4*mod
GWF = 6d6 + 3*mod

Level 20
TWF = 5d6 + 5*mod
GWF = 8d6 + 4*mod


Pretty balanced to me. Level 20 may be a little out of whack... Level 1-4 is actually in the TWF guys favor.
 

So let's look at basic attacks
Level 1-4
TWF = 2d6 + 2*mod
GWF = 2d6 + mod

Level 5-10
TWF = 3d6 + 3*mod
GWF = 4d6 + 2*mod

Level 11-19
TWF = 4d6 + 4*mod
GWF = 6d6 + 3*mod

Level 20
TWF = 5d6 + 5*mod
GWF = 8d6 + 4*mod


Pretty balanced to me. Level 20 may be a little out of whack... Level 1-4 is actually in the TWF guys favor.

you forgot to add that 2d6 greatsword reroll's 1's and 2's on damage rolls. that boosts damage by ,633 damage per hit.

Also AoO are stronger, and you need only one magic weapon vs. the need for two in twf build or lose even more damage/hit chance.

not to mention that this is fighter example, so action surge is almost twice the damage as you get only mainhand attack action with action surge.

8d6+4×mod vs 4d6+4×mod. with basic non magic weapons, 20 str and 60% hit rate that is:

32 vs. 20,4 damage on action surge in favor of GWF.
 
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So let's look at basic attacks
Level 1-4
TWF = 2d6 + 2*mod
GWF = 2d6 + mod

Level 5-10
TWF = 3d6 + 3*mod
GWF = 4d6 + 2*mod

Level 11-19
TWF = 4d6 + 4*mod
GWF = 6d6 + 3*mod

Level 20
TWF = 5d6 + 5*mod
GWF = 8d6 + 4*mod


Pretty balanced to me. Level 20 may be a little out of whack... Level 1-4 is actually in the TWF guys favor.

If the two are prioritizing maxing out their primary atribute, TWF might be in a slight advantage also between levels 6-10, specially for a multiclass champion - totem barbarian, or a ranger in a long fight against a boss.

Anyhow, for non-barbarians (or maybe even for some odd barbarian builds...), there are other hidden advantages of going TWF, such as being able to go DEX, which benefits backup ranged attacks, should one be forced to resort to them against far away enemies.

In a game with feats the GW wielder will invariably lead the damage race. But the TWF can still bump their reliable damage up, and end with slightly better AC while still keeping good stealth options. I see a lot of compromises in the rules.

Just the fact that there is no to-go combat style, but different styles that accomplish different results, with the simple sword-and-board being the safe solid option for a simple, non-specialized warrior*, while TWF becomes niche, for some agile melee combatants that want more offense, and GW means plainly STR build upping offense in expense of defense makes me feel the rules are actually in the right track.

* By simple non-specialized warrior, I mean low level (PC and NPC) warriors without feats. Higher level s&b usually invites some kind of specialization, such as shield master. I generally feel GW is weak without feats at lower levels, as the damage bump from s&b is low-ish while the AC difference is significant.
 
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you forgot to add that 2d6 greatsword reroll's 1's and 2's on damage rolls. that boosts damage by ,633 damage per hit.

Also AoO are stronger, and you need only one magic weapon vs. the need for two in twf build or lose even more damage/hit chance.

not to mention that this is fighter example, so action surge is almost twice the damage as you get only mainhand attack action with action surge.

8d6+4×mod vs 4d6+4×mod. with basic non magic weapons, 20 str and 60% hit rate that is:

32 vs. 20,4 damage on action surge in favor of GWF.

Didn't forget. Just figured it was obvious.
 

Here's an option:

For however may attacks you can take with the attack action, you can take that many attacks using a bonus action. Every bonus action attack past the first is made at disadvantage.
 

Anyways, I've seen a lot of people suggest doing away with the bonus action requirement for TWF and buffing it in some way. The bonus action requirement is needed for multiclassing. Otherwise hex always works better when TWF. With multiclassing rules hex or divine favor is very cheap to pick up. So what I am saying is, if you remove the bonus action requirement please be aware of the other things it will affect. This is why changing the damage for TWF is probably the better solution instead of mucking with the action economy (even though I hate that TWF needs a bonus action to remain balanced, it really does need one IMO).

Possibly if we only allowed damage buffs to only apply to main hand weapons then we could remove the bonus action. Then we could also allow the TWF style to eventually grant more than 1 extra attack.
 

Here's an option:

For however may attacks you can take with the attack action, you can take that many attacks using a bonus action. Every bonus action attack past the first is made at disadvantage.

You really should have explained your thought process better on this. I think I get it I think but it's not an elegant soluiton.
 

I have figured out what I would like to do with a TWF.

When you use your bonus action, for each different enemy you attack you may make an additional attack against that enemy with your offhand weapon. This shifts the TWF into scaling really well on groups but leaves single target damage in the Great Weapon domain.
 

I have figured out what I would like to do with a TWF.

When you use your bonus action, for each different enemy you attack you may make an additional attack against that enemy with your offhand weapon. This shifts the TWF into scaling really well on groups but leaves single target damage in the Great Weapon domain.

I really like that. It makes TWFing more interesting - makes it the horde fighting style, if you will.
 

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