| DrDew |
I was thinking, why not reduce the penalty for fighting with two weapons an additional 2 for the primary hand and 2 for the off hand if the character fights with two light weapons? With TWF feat it would be 0 penalty. Or at least reduce the primary hand by 2 so you end up with 0 penalty for the primary hand and -2 for the off hand.
Dual wielding two light weapons doesn't seem to be any more powerful than wielding a two-handed weapon.
If you use a greatsword, you do 2d6 + 1.5 x Str mod.
If you dual-wield two short swords you do (1d6 + Str Mod) + (1d6 + 1/2 Str Mod).
Also, you have to take the TWF feat to get around the massive attack penalties already so you're a feat behind. If the attack bonuses ended up being the same then dual-wielding two light weapons would still be slightly less powerful than a 2h weapon because you have to make 2 attack rolls to do the same damage.
The only instance that I can see it being a problem is with a Rogue's sneak attack so I can see keeping the -2 penalty for the off hand to help off set that.
Has anyone done this in their game?
| Ardenup |
There are better fixes.
Allow Oversize TWF feat from 3.5 that makes you treat that offhand Longsword as light.
Allow Two Weapon Pounce- PHB2, let's you make an offhand attack at the end of a charge (My tw warrior took this at 6 and retrained it out at 8, just before he got the archetype ability at 9 for a standard action) Great for TWF rangers.
OR roll the whole TWF tree into a single feat. Make it you get 1 offhand if your dex is 11, second when your dex is 15 and a 3rd when dex is 17.
This is a drastic houserulewe tried.
Seemed to fix things (given there is still a feat tax for Doubleslice, TWR and Two weapon pounce)
We lowered the dex since we noted TWF in real life only requires above average dex, NOT freakish dex. (I'm a soldier and my buddies have done a number of military close combat courses, sometimes involving TWF- those of us that do it well are not olympic gymnasts)
| Richard Leonhart |
I guess the reason is that with all the weapon-specific feats such as weapon focus, you would want to wield the same weapon in both hands, thus your reason to wear both light would come from another direction and what you suggest would go in the direction of double dipping.
But with the PF Fighter one could argue that his class-bonuses already aid multiple weapons.
Still, I think the game suggests that your Fighter doesn't get a bonus with board and sword when wielding light, so why should he when changing the board to something else (that is more difficult to wield, thus should be light).
| Ardenup |
Still, I think the game suggests that your Fighter doesn't get a bonus with board and sword when wielding light, so why should he when changing the board to something else (that is more difficult to wield, thus should be light).
Hence, part of the reason the TW Warrior is better. He gets his full defensive and offensive weapon bonus no matter what weapons he wields.
It not really wpn training, it's twf training.Besides, shieldmastery is better than wpn fcs: shield anyway since it removes the penalty altogether for the shield.
I don't mind the negative 2 penalty. TWF should be more difficult but the feat tax bites hard. TWF is about equal on dpr at 12, when the TW Warrior can take TWR and is TWF'ing as a standard action. It eclipses THanded from then on, when you full attack and isonly a bit behind on standars.
Equal oppurtuity puts it ahead if the fighter was smart enough to take combat reflexes and the step up and disruptive chains. Tripping would be awesome but past 13 it's hard to get trips to work, due to enemy size (alleviated by an enlarge person spamming wizard) and flight.
| DrDew |
Ok, I'm with you on the fighting penalties. They do keep balance because of the potential from sneak attack and magic weapon effects, and the standard crit rules. I am working updating my critical hit/fumble tables to PF (haven't changed them since AD&D so just been ruling as we go) so the crit won't be so much of a balancing factor as they will have twice the chance to fumble.
OR roll the whole TWF tree into a single feat. Make it you get 1 offhand if your dex is 11, second when your dex is 15 and a 3rd when dex is 17.
This is a drastic houserulewe tried.
Seemed to fix things (given there is still a feat tax for Doubleslice, TWR and Two weapon pounce)
I am curious to learn more about how TWF chain as a single progressive feat has worked out for folks like Ardenup. Anyone else tried that? Does it present any power imbalances between TWF, SS, and 2H combatants?
I think the dexterity requirement may have been a balancing factor to prevent high Str characters from going that route unless they sacrifice somewhere else (con and mental stats) but I'm not so sure it's necessary.| kyrt-ryder |
I am curious to learn more about how TWF chain as a single progressive feat has worked out for folks like Ardenup. Anyone else tried that? Does it present any power imbalances between TWF, SS, and 2H combatants?
I think the dexterity requirement may have been a balancing factor to prevent high Str characters from going that route unless they sacrifice somewhere else (con and mental stats) but I'm not so sure it's necessary.
It's not really necessary, but it's not a bad thing to give twf as a 'style' for dexterous characters, otherwise everybody doing meelee will just be a strength beast like two-handers.
In my experience, just a flat 15 dexterity cost requirement to take Two Weapon Fighting does the trick well enough, and then every time a person with Two Weapon Fighting makes an attack (Standard action, Attack of Opportunity, or every chance provided by BAB/Haste/etc) he swings with both weapons.
| Phasics |
TWF offer a benefit that bonus effects happen more often
e.g. 2h with haste = 5 attacks
haste + greater TWF = 8 attacks
using a +1d6 flamming weapon the 8 attacks theoritically have higher dmg output becuase they apply the 1d6 bonus 8 times vs the 5 a 2h can do
TWF also give higher chance of doing criticals per round which can be benefical with crit bonuses and crit feats