TheJesterXIII |
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Let me make sure I am reading this right.
As from what I can remember everyone I know has always ran Two-weapon fighting that you off hand weapon extra attack occurs at the end of a full-attack action.
But from what I am getting at in bold there and the fact that I have looked over and over and can't find it saying that anywhere it requires the full-attack action. I am led to believe that the way that I and everyone I know has been running this wrong.
This sounds to me that even if my level 10 Human Ranger with two-weapon fighting moved up 30ft he gets one attack with his primary hand but not is other granted BAB attacks. But in addition to this he gets his off hand attack as it says he gets one extra attack per round while wielding an second weapon. That's what it sounds like to me.
So please let me know your thoughts and if you can find some ruling to prove that its only at the end of a full-attack action.
Thank you.
The Speaker in Dreams |
Yeah ... I've not been a fan of this since 3.0 came out as it SCREWS the melee-types so, SO badly.
Interestingly, I've been pondering just allowing the off hand attack to 2-wpn types even on "standard" actions just because it gets closer to the 2e version of multiple attacks and I much preferred the way those ran as a whole.
I mean, cripes, 2-wpn guys get feat-taxed enough and stat req'd on top of that ... it's not like they are NOT investing heavily in their style. It just seems a fair boost to me.
:shrugs:
StarMartyr365 |
I made a change to TWF in my game to allow a single extra attack with the off hand weapon as a standard action. Any iterative attacks from the other feats in the TWF tree require a full-round action to use just like any iterative attack. You can already make extra attacks with Cleave and Great Cleave if you hit so there is no real reason not to allow it.
SM
tceidolon |
I made a change to TWF in my game to allow a single extra attack with the off hand weapon as a standard action. Any iterative attacks from the other feats in the TWF tree require a full-round action to use just like any iterative attack. You can already make extra attacks with Cleave and Great Cleave if you hit so there is no real reason not to allow it. SM
I agree with this assessment. It's the way I always thought this should be handled.
Of course, in Pathfinder Society (the bulk of my gaming time) this can't happen, but it is a good house rule.
StarMartyr365 |
There is a 3.5 feat that allows an off-hand attack on a standard action, in one of the Completes. It applies a -4 to hit on both attacks, I think.
Yea, but I don't like using feats to fix something like this. I'm trying to keep the feat bloat to a minimum. Even with the boost in feats that you get with Pathfinder you still only have so many and they should be useful. I haven't seen any brokenness come from throwing TWF a bone. With Cleave you can make two attacks with a standard attack and with Great Cleave you can make as many as 8 if you're surrounded and you keep hitting. Even a Cleaving two-weapon fighter isn't overpowered.
I agree that this doesn't do anything for Pathfinder Society play but if enough people question it then maybe we can see a change. They did fix Cleave and its big sister after all.
SM
Dabbler |
I can appreciate that, but the way the game is structured, a feat makes for a great fix without re-writing the game.
Another possibility is to allow multiple attacks on a standard action on a -10 rather than a -5 increment for one weapon, and -5 increments for each attack for TWF.
For example, if you have BAB +11, you could:
Attack with a single weapon in a standard action at +11 and again at +1.
Attack with TWF and two weapons in a standard action at +11 (primary weapon), +6 (off-hand weapon), +1 (primary weapon).
All attacks are made with the appropriate penalties and bonuses. Full attacking is still better, but a standard action attack is no longer so bad.
The Speaker in Dreams |
I can appreciate that, but the way the game is structured, a feat makes for a great fix without re-writing the game.
Nah ... screw that. My game (when I GM), my re-writes and the RAW be damned, man.
I'm "old school" like that ... (raised on 2e where house rules were actively encouraged by the RAW every other page, man!!).
:-D
Dabbler |
Dabbler wrote:I can appreciate that, but the way the game is structured, a feat makes for a great fix without re-writing the game.Nah ... screw that. My game (when I GM), my re-writes and the RAW be damned, man.
I'm "old school" like that ... (raised on 2e where house rules were actively encouraged by the RAW every other page, man!!).
2nd ed? The youth of today, I ask you! I was raised on basic D&D and AD&D was new-fangled to us! We used to have to game in a hole in the road covered by 'tarpaulin, and for dice we picked numbers on bits of paper out of a hat ...
Dabbler |
Dabbler wrote:....and for dice we picked numbers on bits of paper out of a hat.....That is dedication. I feel spoiled now. I won't play without a life sized Optimus Prime to roll the dice for me.
... and it's only the bit about the hole in the road I was making up! We couldn't get proper dice for ages ...
wraithstrike |
wraithstrike wrote:... and it's only the bit about the hole in the road I was making up! We couldn't get proper dice for ages ...Dabbler wrote:....and for dice we picked numbers on bits of paper out of a hat.....That is dedication. I feel spoiled now. I won't play without a life sized Optimus Prime to roll the dice for me.
That is awesome.
james maissen |
As from what I can remember everyone I know has always ran Two-weapon fighting that you off hand weapon extra attack occurs at the end of a full-attack action.
Actually you make your attacks in order of BAB bonus with each of them, so the extra TWF attack (as well as the hasted attack) come before iterative attacks are made.
As to the issue another had with dice.. I take it you recall the chits that came with some of the boxes to simulate a d20?
Until you could get a 'real' d20.. you know the ones that went from 0 to 9 twice and you either tried to color half of them or rolled a d6 along side to determine high or low?
-James
Dabbler |
Dabbler wrote:We used to have to game in a hole in the road covered by 'tarpaulin, and for dice we picked numbers on bits of paper out of a hat ...You were lucky to have a hat! We used to have to make up the numbers ourselves, *and* we'd be beaten if the DM thought we were cheating!
wild_captain |
If you are using 3.0 & 3.5 books then there are feats that grant you the ability to use your off-hand attack more often(Two-Weapon Pounce, Dual Strike, Two-Weapon Attack of Opportunity and some others i forgot). That helps a lot a TWF character because to lose your off-hand attack is like a two-handed weapon fighter does 3/5 of his dmg with his greatsword.
Dabbler |
If you are using 3.0 & 3.5 books then there are feats that grant you the ability to use your off-hand attack more often(Two-Weapon Pounce, Dual Strike, Two-Weapon Attack of Opportunity and some others i forgot). That helps a lot a TWF character because to lose your off-hand attack is like a two-handed weapon fighter does 3/5 of his dmg with his greatsword.
They are. The only time you worry is the sneak attack damage a rogue can then dish with one attack ...
The Speaker in Dreams |
wraithstrike wrote:... and it's only the bit about the hole in the road I was making up! We couldn't get proper dice for ages ...Dabbler wrote:....and for dice we picked numbers on bits of paper out of a hat.....That is dedication. I feel spoiled now. I won't play without a life sized Optimus Prime to roll the dice for me.
I recall making paper die patterns to cut out and tape together so that I had *something* to roll for the various die-sizes.
You got me on basic (I had AD&D but preferred 2e to it for whatever reason, though), but I've done the walking to school both ways ... in the snow thing myself (that's literal, too, btw!)!
kyrt-ryder |
wild_captain wrote:If you are using 3.0 & 3.5 books then there are feats that grant you the ability to use your off-hand attack more often(Two-Weapon Pounce, Dual Strike, Two-Weapon Attack of Opportunity and some others i forgot). That helps a lot a TWF character because to lose your off-hand attack is like a two-handed weapon fighter does 3/5 of his dmg with his greatsword.They are. The only time you worry is the sneak attack damage a rogue can then dish with one attack ...
10th level rogue (going with double-shortswords for simplicity, although he might favor Kukri) Each shortsword is +2. For stats lets assume 14 strength and 18 starting dex (after racial), with a +4 dex item and the +2 from leveling put in dex for a total dexterity of 24
1d6+5d6+1(strength)+2(weapon)= 25 average damage per hit, at... (7 BAB+ 7 dex+2 weapon-2)+14 to hit, +16 if flanking.
10th level Fighter (going with a +3 greatsword, and taking vital strike once and using power attack, as well as specialization and greater weapon focus)
We'll use 14 dex and 18 base strength after racial to come out with the same totals (14 and 24)
4d6 +2(weapon training)+9(power attack)+2(weapon specialization)+10 (+7x1.5 strength)+3(weapon) = 40 average damage on a hit, at (10 BAB+7 strength+3 weapon-3 Power Attack+1 weapon focus+1 greater weapon focus)+19 to hit, +21 if flanking.
You notice the fighter is under-damaged somewhat if the rogue hits both times, but the fighter can hit significantly more often. Infact, where the rogue desperately needs the extra to-hit bonuses from weapon qualities, the fighter could afford to swap +2 of his weapon value for extra damage effects (holy, flaming+shocking, etc etc)
Really the rogue has it nice with two-weapon standard attack actions (considering the fighter did need to dump a fair number of his feats into it, though having strong standard attacks is a GOOD thing, and by all rights Vital Strike really should count on a charge), but it's not nearly as gamebreaking as a lot of people think.
Edit: Also, I'll point out that next level is an interesting level, because the Rogue gets an extra sneak attack die, but the fighter gains access to improved vital strike if he wants it. Then at level 12 PA damage jumps up by +3 (and the penalty by 1, but realistically the penalty really isn't much of a penalty to a PF fighter more often than not.) Also, 12th level presents an opportunity to take greater weapon spec, should the fighter want it.
Ughbash |
Dabbler wrote:We used to have to game in a hole in the road covered by 'tarpaulin, and for dice we picked numbers on bits of paper out of a hat ...You were lucky to have a hat! We used to have to make up the numbers ourselves, *and* we'd be beaten if the DM thought we were cheating!
Used a system where you and DM pick 2 numbers at random begtween 1 and 100. Add them together (if it goes over 100 subtract 100). This gives you a random percentile.
Now if you are need d20 divide by 5, if you need 3d6 convert based on bell cuve. This of course DOES increase your odds of getting a 3 or an 18 since realistically they would only be 1 in 216 cance of happening rather than 1 in 100 but it was simpler then picking 2 numbers between 1 and 216 and adding them :)
Dabbler |
Dabbler wrote:wraithstrike wrote:... and it's only the bit about the hole in the road I was making up! We couldn't get proper dice for ages ...Dabbler wrote:....and for dice we picked numbers on bits of paper out of a hat.....That is dedication. I feel spoiled now. I won't play without a life sized Optimus Prime to roll the dice for me.I recall making paper die patterns to cut out and tape together so that I had *something* to roll for the various die-sizes.
You got me on basic (I had AD&D but preferred 2e to it for whatever reason, though), but I've done the walking to school both ways ... in the snow thing myself (that's literal, too, btw!)!
Well a friend of mine got the basic set, I confess, but we played, and when AD&D came out I got my player's handbook - the old softback ones (in fact, I found it the other day, hole-punched in a ring-binder as the cover had fallen apart).
When I went to university I played for a while, but quit when I found other games with better mechanics. Years later I tried 2e for a while, and while it was an improvement, there were still better games to play. It was 3.x that really brought me back into the fold.
Stefan Hill |
The Speaker in Dreams wrote:2nd ed? The youth of today, I ask you! I was raised on basic D&D and AD&D was new-fangled to us! We used to have to game in a hole in the road covered by 'tarpaulin, and for dice we picked numbers on bits of paper out of a hat ...Dabbler wrote:I can appreciate that, but the way the game is structured, a feat makes for a great fix without re-writing the game.Nah ... screw that. My game (when I GM), my re-writes and the RAW be damned, man.
I'm "old school" like that ... (raised on 2e where house rules were actively encouraged by the RAW every other page, man!!).
And even with all that, the worst things about gaming in those days was the initiative system of 1e AD&D - hell even Gygax didn't understand it and he wrote it!
Ah, such sweet pain.
james maissen |
And even with all that, the worst things about gaming in those days was the initiative system of 1e AD&D - hell even Gygax didn't understand it and he wrote it!Ah, such sweet pain.
Most people house ruled it to what 2ed picked up.. a d10 base adding in weapon speed factor (or segment casting time) subtracting dex mod.
-James
Stefan Hill |
Stefan Hill wrote:
And even with all that, the worst things about gaming in those days was the initiative system of 1e AD&D - hell even Gygax didn't understand it and he wrote it!Ah, such sweet pain.
Most people house ruled it to what 2ed picked up.. a d10 base adding in weapon speed factor (or segment casting time) subtracting dex mod.
-James
We weren't most then. The endless hours of debate over the exact meaning of this sentence, that paragraph. Those were the days!
Memories...
General Dorsey |
I had the original dice that came with the Red Box edition until a few years ago. They were so worn they weren't really dice anymore. We placed them in a small Crown Royal bag and sacrificed them to the gods in a great pyre.
SM
I still have my original dice from 1979. They look more like chipped marbles but I can't bare to let them go. They have been with me all over the country. They were with me in the Army. They are such a part of my gaming history I just can't get rid of them. That and I collect dice so they aren't going anywhere.
Sean Jensen 98 |
Dabbler wrote:wild_captain wrote:If you are using 3.0 & 3.5 books then there are feats that grant you the ability to use your off-hand attack more often(Two-Weapon Pounce, Dual Strike, Two-Weapon Attack of Opportunity and some others i forgot). That helps a lot a TWF character because to lose your off-hand attack is like a two-handed weapon fighter does 3/5 of his dmg with his greatsword.They are. The only time you worry is the sneak attack damage a rogue can then dish with one attack ...10th level rogue (going with double-shortswords for simplicity, although he might favor Kukri) Each shortsword is +2. For stats lets assume 14 strength and 18 starting dex (after racial), with a +4 dex item and the +2 from leveling put in dex for a total dexterity of 24
1d6+5d6+1(strength)+2(weapon)= 25 average damage per hit, at... (7 BAB+ 7 dex+2 weapon-2)+14 to hit, +16 if flanking.
10th level Fighter (going with a +3 greatsword, and taking vital strike once and using power attack, as well as specialization and greater weapon focus)
We'll use 14 dex and 18 base strength after racial to come out with the same totals (14 and 24)
4d6 +2(weapon training)+9(power attack)+2(weapon specialization)+10 (+7x1.5 strength)+3(weapon) = 40 average damage on a hit, at (10 BAB+7 strength+3 weapon-3 Power Attack+1 weapon focus+1 greater weapon focus)+19 to hit, +21 if flanking.
You notice the fighter is under-damaged somewhat if the rogue hits both times, but the fighter can hit significantly more often. Infact, where the rogue desperately needs the extra to-hit bonuses from weapon qualities, the fighter could afford to swap +2 of his weapon value for extra damage effects (holy, flaming+shocking, etc etc)
Really the rogue has it nice with two-weapon standard attack actions (considering the fighter did need to dump a fair number of his feats into it, though having strong standard attacks is a GOOD thing, and by all rights Vital Strike really should count on a charge), but it's not nearly...
Here is a question for clarification: 5th level fighter with great cleave and two weapon fighting. If he make his two attacks offered with two weapon fighting, and he hits, can he continue to make two attacks (two weapons) on adjacent foes?
This is with Pathfinder.
Razz |
Awesome, I just wanted to make sure that I wasn't running this wrong my whole D&D 3.0/3.5/pathfinder career.
I must have skipped over the multiple attack section on pg. 184.
There is a way around it. Take the Dual Strike feat from Complete Adventurer. Allows two attacks with one standard action, with a -4 to attack (-10 if the off-hand weapon isn't a light weapon).
Dabbler |
I've done the walking to school both ways ... in the snow thing myself (that's literal, too, btw!)!
That was back when we HAD winters, not with this global warming thing they have now! When I was 15 we had to slog three miles through drifts over our heads to get to school ... and no, I'm not joking!
LazarX |
StarMartyr365 wrote:I made a change to TWF in my game to allow a single extra attack with the off hand weapon as a standard action. Any iterative attacks from the other feats in the TWF tree require a full-round action to use just like any iterative attack. You can already make extra attacks with Cleave and Great Cleave if you hit so there is no real reason not to allow it. SMI agree with this assessment. It's the way I always thought this should be handled.
Of course, in Pathfinder Society (the bulk of my gaming time) this can't happen, but it is a good house rule.
What's sauce for the goose is sauce for the gander. This means that any monster with more than one natural attack should be allowed an attack from each extra arm as a standard action by the same logic.
This can get pretty ugly with a Marilith.
Dabbler |
tceidolon wrote:StarMartyr365 wrote:I made a change to TWF in my game to allow a single extra attack with the off hand weapon as a standard action. Any iterative attacks from the other feats in the TWF tree require a full-round action to use just like any iterative attack. You can already make extra attacks with Cleave and Great Cleave if you hit so there is no real reason not to allow it. SMI agree with this assessment. It's the way I always thought this should be handled.
Of course, in Pathfinder Society (the bulk of my gaming time) this can't happen, but it is a good house rule.
What's sauce for the goose is sauce for the gander. This means that any monster with more than one natural attack should be allowed an attack from each extra arm as a standard action by the same logic.
This can get pretty ugly with a Marilith.
Or a dragon! That's a bite, two claws, two wings and a tail! Blender time!
Dazylar |
I remember the time when using miniatures and maps were optional, and yes, there were arguments over weapon speeds and casting times and segments and bringing out the throwing daggers to hit the magic-users. Did it have the hyphen?
And we all laughed as we waited until the end of the round so the Great-sword wielder could have his attack. Or the rest of his attacks.
And I remember even back then we were wondering why a magic-user couldn't cast more than one spell when there was space in the initiative order to do so...
3 editions later and it's all about-face!
Xpltvdeleted |
The ruling that you can't even get 1 attack with your OH during anything less than a full-round action is dumb, IMO.
You have a weapon in each hand, you had to move to get to your opponent, and you don't have time to go all out...you're telling me it makes any type of sense to only use the weapon in your main hand for one atttack, when you could just as easily simultaneously attack with both? Just plain dumb.
If I have a TWFer in my games, they get one each on a standard action. This also lets them make up a little of the difference between TWFers and archers, IMO.
Major__Tom |
My son is 35 years old. My blue 12 sider is older. For some reason, d8's and d4's always disappeared at cons, but I'd come back with more d12s and d20s than I left with. But I do still have the green 8-sider that is also going on 40 years old.
And in the beginning, you didn't need d20s. It was chainmail, and all you used was d6s, stolen from the monopoly box.
I also remember the great initiative debate, and yes, basically, the entire country went to d10, subtracting dex, adding spell casting time. In a way, I still miss that, it really was easy to see if the caster got hit while casting his spell, therefore the spell was interrupted.
And of course the fun of spell resistance and the drow, where a 2nd level drow was 54% resistant to a full wizard (mage of 11th level), +/- +5 per level of the caster as it differed from 11th. Of all the monsters in the game, drow are the ones who have been most nerfed since OD&D.
But one thing Gygax and OD&D had going for it that none of the games since have had. Names! You weren't a 4th level fighter, you were a HERO. At 5th, you were a Myrmidon, and at 7th, a SUPERHERO. An Archmage was someone who could cast 9th level spells - meaning 18th level. And that meant an 18 hit dice fireball, which was something, considering the crappy hit points of that era.
Dabbler |
The ruling that you can't even get 1 attack with your OH during anything less than a full-round action is dumb, IMO.
You have a weapon in each hand, you had to move to get to your opponent, and you don't have time to go all out...you're telling me it makes any type of sense to only use the weapon in your main hand for one atttack, when you could just as easily simultaneously attack with both? Just plain dumb.
Ever actually tried to hit somebody with two weapons for real? It's not as easy as it sounds when they are actively trying not to be hit and hitting back. What you actually end up doing is placing two consecutive strikes, not place both at the same time.
If I have a TWFer in my games, they get one each on a standard action. This also lets them make up a little of the difference between TWFers and archers, IMO.
And lets rogues with TWF own everything. This is one good reason not to do it. However with pounce-equivalents in the APG, the point is kind of academic.
Stubs McKenzie |
If one were to house rule TWF gives one offhand attack as well as a mainhand attack on a standard action, it might be prudent to put the line "no offhand attack may be made until the characters BAB would allow iterative attacks." Would make a low level melee character stay in line with casters, and would help mid/high level melee characters keep up a bit better with casters. Just a thought.
Happler |
Is this not what the feat Two-Weapon Rend is for?
As it states:
Two-Weapon Rend (Combat)
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Other than that, you would need a full round attack to make use out of the extra attack.
Dabbler |
Is this not what the feat Two-Weapon Rend is for?
As it states:
Quote:Other than that, you would need a full round attack to make use out of the extra attack.Two-Weapon Rend (Combat)
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
I always read that as a feature of an attack and not a specific attack, you have to make the attacks first, and if they hit you get to invoke the Rend damage on top of that otherwise inflicted.
jemstone |
The real question is if you have two magic weapons (say frost and flaming) and do a two-weapon rend, does the target take damage from both weapons special abilities?
Why wouldn't they? The Rend applies its extra damage after all the other effects of the weapons are handled, right?
So you'd do:
Attack 1 - normal damage (including special properties and bonuses)
Attack 2 - normal damage (as above)
- Activates Rend
Rend Damage
So you'd do your weapons damage as normal, then Rend.