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Two-Weapon Fighting alteration
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<blockquote data-quote="Flamestrike" data-source="post: 7106601" data-attributes="member: 6788736"><p>No offence mate, but thats not true. </p><p></p><p>At 3rd level a Hunter ranger is dealing 1d8+1d6+3 with his main hand (hunters mark), plus 2d8+1d6+3 (hunters mark plus Colossus slayer) with his off hand. Its about the only thing that competes DPR wise with greatweapon fighters and sharpshooters.</p><p></p><p>3d8+2d6+6 damage on two attacks. You're shifting Hunters mark every three or so rounds (same deal with Hex).</p><p></p><p>What about a Vengance Paladin 11/ Fighter running hunters mark? His off hand is dealing 2d8+1d6+5 (plus a 3 smite Nova instead of a 2 smite Nova). More practically than the Nova, he gets 3 chances to land a Smite each round instead of 2.</p><p></p><p>As soon as you are adding bonus dice on the off hand attack, you start to pull in front. Superiority dice, Hunters mark or Hex, Colossus slayer, Improved divine smite and similar make TWF OK for corner cases, and very potent at low level.</p><p></p><p></p><p></p><p>Hunter rangers get the most oomph out of it, particularly at low level, and particularly with the new +2-4 damage to favored enemiws per swing, plus hunters mark.</p><p></p><p></p><p></p><p>Mathematically two attacks is better than one with advantage (one hit and one miss on the d20 = one hit for both advantage and two attacks, while two hits with advantage is still one hit, but it translates into two hits with two attacks).</p><p></p><p>Also you can get advantage <em>and </em>make two attacks. My personal favorite is convincing the guy playing the Barbarian to take the Wolf totem and living in his shadow <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=":)" /></p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7106601, member: 6788736"] No offence mate, but thats not true. At 3rd level a Hunter ranger is dealing 1d8+1d6+3 with his main hand (hunters mark), plus 2d8+1d6+3 (hunters mark plus Colossus slayer) with his off hand. Its about the only thing that competes DPR wise with greatweapon fighters and sharpshooters. 3d8+2d6+6 damage on two attacks. You're shifting Hunters mark every three or so rounds (same deal with Hex). What about a Vengance Paladin 11/ Fighter running hunters mark? His off hand is dealing 2d8+1d6+5 (plus a 3 smite Nova instead of a 2 smite Nova). More practically than the Nova, he gets 3 chances to land a Smite each round instead of 2. As soon as you are adding bonus dice on the off hand attack, you start to pull in front. Superiority dice, Hunters mark or Hex, Colossus slayer, Improved divine smite and similar make TWF OK for corner cases, and very potent at low level. Hunter rangers get the most oomph out of it, particularly at low level, and particularly with the new +2-4 damage to favored enemiws per swing, plus hunters mark. Mathematically two attacks is better than one with advantage (one hit and one miss on the d20 = one hit for both advantage and two attacks, while two hits with advantage is still one hit, but it translates into two hits with two attacks). Also you can get advantage [I]and [/I]make two attacks. My personal favorite is convincing the guy playing the Barbarian to take the Wolf totem and living in his shadow :) [/QUOTE]
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Two-Weapon Fighting alteration
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