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<blockquote data-quote="Sword of Spirit" data-source="post: 7670396" data-attributes="member: 6677017"><p>The funny thing about the swashbuckler's two-weapon fighting is that doesn't allow the iconic weapon--the rapier. And if they take the feat to allow it...well then mechanically they are better off fighting with 2 rapier's than with the more appropriate rapier and dagger.</p><p></p><p>I still haven't figured out how to support rapier+dagger without either creating a new feat or <em>slightly</em> throwing off the math. Sure, it does the same overall damage as two-shortsword if you only get one primary attack...except that there are times you are getting an extra attack (such as opportunity attacks), and now your extra attack is a d8 instead of a d6, and there are definitely times when you aren't getting your off-hand attack (such as when using cunning action or second wind). And there is no real reason why everyone wouldn't just use rapier and dagger over two shortswords if it were allowed.</p><p></p><p>It's an unfortunate design quirk I haven't figured out yet.</p><p></p><p>As far as the swashbuckler's crazy good panache, I have an idea.</p><p></p><p>I may end up treating it as a part of the social interaction pillar rather than the combat pillar. This seems reasonable, since it is using skill checks that are generally not combat skills. By doing that, it becomes suggestions for how the opponent will <em>normally</em> act in such situations, just like making checks for social interaction (see DMG) is a guideline but the DM can alter it depending on circumstances. This method encourages role-playing to get advantage on your Charisma (Persuasion) check, and allows the DM to apply advantage/disadvantage to either both sides--and in extreme cases just straight up decide it is or isn't going to work on this opponent (or perhaps say it provides a lesser benefit, like disadvantage on attacks vs. other than you). Plus, it provides an example of something other characters might try to lesser effect (takes a full action, perhaps has disadvantage on the roll, only works on opponent until struck, etc).</p><p></p><p>I think this is going to be a fun way to do it. Of course, you need to let your players know that's how you're running it, and you need to be generous in letting it work--the swashbuckler is supposed to be <em>really, really</em> good at it.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7670396, member: 6677017"] The funny thing about the swashbuckler's two-weapon fighting is that doesn't allow the iconic weapon--the rapier. And if they take the feat to allow it...well then mechanically they are better off fighting with 2 rapier's than with the more appropriate rapier and dagger. I still haven't figured out how to support rapier+dagger without either creating a new feat or [I]slightly[/I] throwing off the math. Sure, it does the same overall damage as two-shortsword if you only get one primary attack...except that there are times you are getting an extra attack (such as opportunity attacks), and now your extra attack is a d8 instead of a d6, and there are definitely times when you aren't getting your off-hand attack (such as when using cunning action or second wind). And there is no real reason why everyone wouldn't just use rapier and dagger over two shortswords if it were allowed. It's an unfortunate design quirk I haven't figured out yet. As far as the swashbuckler's crazy good panache, I have an idea. I may end up treating it as a part of the social interaction pillar rather than the combat pillar. This seems reasonable, since it is using skill checks that are generally not combat skills. By doing that, it becomes suggestions for how the opponent will [I]normally[/I] act in such situations, just like making checks for social interaction (see DMG) is a guideline but the DM can alter it depending on circumstances. This method encourages role-playing to get advantage on your Charisma (Persuasion) check, and allows the DM to apply advantage/disadvantage to either both sides--and in extreme cases just straight up decide it is or isn't going to work on this opponent (or perhaps say it provides a lesser benefit, like disadvantage on attacks vs. other than you). Plus, it provides an example of something other characters might try to lesser effect (takes a full action, perhaps has disadvantage on the roll, only works on opponent until struck, etc). I think this is going to be a fun way to do it. Of course, you need to let your players know that's how you're running it, and you need to be generous in letting it work--the swashbuckler is supposed to be [I]really, really[/I] good at it. [/QUOTE]
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