Olrox17
Hero
I wouldn't call myself a fan of heavy simulationism, or of "realism", but I like when game mechanics have their own orderly place. Right now, sword & board is defense, two hander is offense, and dual wielding is...another offensive style but with weird caveats? And somewhat defensive with the right feat? It's a bit of a weird no man's land, and if a bit of injected simulationism can help me justify a more clear niche for it, I'd be happy about that.D&D is not a simulator of anything other than the platonic ideal of D&D. If you want any kind of realism look at other games.
I do worry about the potential rogue nerfing this change could bring, yes. However, I also don't really like that TWF is always the correct choice for non-ranged rogues (and with daggers, sometimes for ranged rogues too). The rogue would need some kind of compensation power-wise.I would consider that due to 5E's game rules, attacking multiple opponents at once is generally a much worse strategy than focusing fire on one opponent at at time in order to bring them down. This is because, unlike in real life, wounding opponents doesn't decrease their combat effectiveness at all.
The main game advantage of dual-wielding in 5E is to give the character two chances to hit one opponent. A rules modification that nullified that would cause me personally to just not duel-wield. The class most hurt by this change would of course be the rogue.
Yeah, I meant real-world historical non-battlefield combat, which seems to be the closest RL analogue to what we do in D&D when we aren't burning spell slots.I'm not quite sure what you mean by "historically".
Historically as in real-world history, two-weapon fighting was popular mainly for personal defense. Nobody wants to wear armor or carry a shield. That's battlefield equipment. It's simply not done. But any gentleman can carry a cane or rapier, and everyone carries a dagger or knife. It wasn't that it was better against multiple opponents. It was just that you could be expected to have those things on you.
Practicality was no doubt a big factor, but it's one that I don't think we can adequately represent in a game-mechanic way in D&D.
I'd agree that 3E TWF was a bad idea on a random non-dedicated build, but on the right character (obviously on sneak attackers, not not just) it was possible to crank out some rather insane damage. It just wasn't the kind of thing you could mindlessly slap on any random warrior PC.Historically as in 3e D&D, two-weapon fighting was terrible because of the [in hindsight now more clearly stupid] requirement that you needed a full-round action to attack more than once per turn, plus the fact that you needed two or more feats to be able to do it, plus the fact that iterative attacks already had severe penalties. In some cases like rogue's sneak attack the damage bonus meant all those penalties could be worth it, especially if you could dip for ranger to get all the feats. But in general it just didn't help often enough to matter. There were other things to spend feats on, and two-handed weapons were just a better choice because you'll often only be able to make one attack anyways.