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Variant TWFing and changing Nick (sorry, Nicks)
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<blockquote data-quote="Xeviat" data-source="post: 9453428" data-attributes="member: 57494"><p>5.5 did a lot to make TWFing better, but it didn't go in the direction I wanted. So, here are my TWFing house rules that I've been using for a while, adjusted for 5.5.</p><p></p><p></p><p></p><p>The change here is letting extra attack add off-hand attacks. 2d6+Mod great sword is equivalent to 1d6+Mod+1d6 from two shortswords. Being able to use two magic weapons and stack damage bonuses is balanced with a two-handed weapon Wielder getting a belt of giant strength or similar item.</p><p></p><p>Then there's the feats:</p><p></p><p></p><p></p><p>This lets TWFers use 1d8 weapons, effectively getting +1 damage per attack. Since they get to make 2 attacks for each attack, this is equivalent to duelist's +2 damage. It also differentiates TWFing warriors from others; warriors can use bigger weapons.</p><p></p><p></p><p></p><p>This is comparable to Great Weapon Master. Dual Wielding Master allows you to add your ability modifier to off-hand attacks, which is going to be +3-+5 normally. Great Weapon Master adds your proficiency to Heavy Weapon attacks on your turn, which is a bonus of +2-+6. The bonus action attack on crit or reducing a target to 0 I think is comparable to getting to add mastery to off-hand attacks.</p><p></p><p>Last is my Nick change. First, scimitars and any future 1d6 weapons with Nick will get something else (I might give Scimitars cleave for a sweeping dervish attack theme and since there's no cleave one-handed weapons; also considering making scimitars not light and boosting them to 1d8 because they're way bigger than shortswords). Then, here's Nick:</p><p></p><p></p><p></p><p>This allows for Rapier/Dagger combos, or throwing daggers with your off-hand. 1d8+Mod+1d4 is equivalent to 1d6+Mod+1d6.</p><p></p><p>I want to fit in a "Gain +1 AC if you forgo making off-hand attacks" somewhere. That might need to be a Dual Wielding Master feat ability, as adequately using a parrying dagger might take extra practice.</p><p></p><p>Also, this is all coupled with me changing many "when you hit" spell and ability damage boost to "once per round when you hit on your turn", like the Hex and Hunter's Mark playtest versions. Those versions actually scale well, as you get more chances to proc them as you get more attacks.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 9453428, member: 57494"] 5.5 did a lot to make TWFing better, but it didn't go in the direction I wanted. So, here are my TWFing house rules that I've been using for a while, adjusted for 5.5. The change here is letting extra attack add off-hand attacks. 2d6+Mod great sword is equivalent to 1d6+Mod+1d6 from two shortswords. Being able to use two magic weapons and stack damage bonuses is balanced with a two-handed weapon Wielder getting a belt of giant strength or similar item. Then there's the feats: This lets TWFers use 1d8 weapons, effectively getting +1 damage per attack. Since they get to make 2 attacks for each attack, this is equivalent to duelist's +2 damage. It also differentiates TWFing warriors from others; warriors can use bigger weapons. This is comparable to Great Weapon Master. Dual Wielding Master allows you to add your ability modifier to off-hand attacks, which is going to be +3-+5 normally. Great Weapon Master adds your proficiency to Heavy Weapon attacks on your turn, which is a bonus of +2-+6. The bonus action attack on crit or reducing a target to 0 I think is comparable to getting to add mastery to off-hand attacks. Last is my Nick change. First, scimitars and any future 1d6 weapons with Nick will get something else (I might give Scimitars cleave for a sweeping dervish attack theme and since there's no cleave one-handed weapons; also considering making scimitars not light and boosting them to 1d8 because they're way bigger than shortswords). Then, here's Nick: This allows for Rapier/Dagger combos, or throwing daggers with your off-hand. 1d8+Mod+1d4 is equivalent to 1d6+Mod+1d6. I want to fit in a "Gain +1 AC if you forgo making off-hand attacks" somewhere. That might need to be a Dual Wielding Master feat ability, as adequately using a parrying dagger might take extra practice. Also, this is all coupled with me changing many "when you hit" spell and ability damage boost to "once per round when you hit on your turn", like the Hex and Hunter's Mark playtest versions. Those versions actually scale well, as you get more chances to proc them as you get more attacks. What do you think? [/QUOTE]
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