fifth_ring
2018-11-03, 03:17 PM
Apologies in advance, it's going to be a long one.
I'm pretty new to D&D, but I'm really enjoying the creative aspect. It's a blast to have a character concept pop into my head and then dive into the books and see how well I can bring that concept to fruition. Recently, as I've come to understand mechanics a bit better, I looked back at Two Weapon Fighting and found it... underwhelming. A little time on the internet showed me that most players seem to agree. For me, it's not just a problem of damage (I think a dedicated Great Weapon Fighter should be doing more damage) but one of flavor too. The only thing an extra weapon really adds is one extra swing if you take the bonus action. Well, I also enjoy mulling over and reworking game mechanics, so I thought I'd try my hand at reworking this one. At this point, I think that the main reason TWF falls behind is that the Dual Wielding feat doesn't add much, while the feats for other style provide significant additions. So I focused my attention there. Now that I have something worked up, I wanted some feedback from some more experienced players. So without further ado, here's my version of the Dual Wielder feat, submitted for peer review.
Dual Wielder
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
If you take the Attack action while wielding a separate melee weapon in each hand, you may take one of the following bonus actions:
Aggressive Parry: Adopt a defensive stance. You gain 1 AC until the start of your next turn. If you are the target of an attack that misses and the attacker is within your range, you may use your reaction to make one attack against your attacker with either hand.
Swift Strike: Make an attack with either hand. You may take an additional bonus action that does not involve making an attack, and is not granted by Dual Wielder.
If you have the Extra Attack feature, you may also take the following bonus action when the above conditions are met:
Whirlwind of Steel: Make one attack with each hand. Do not add ability modifiers to damage for these attacks. These attacks may have different targets or the same target.
The over-arching idea is that, whereas GWF provides more damage per swing and Sword-and-Board provides more AC, TWF provides more options, sitting between the two offensively and defensively, and allowing for more mobility or interesting maneuvers.
Math time (everybody's favorite): I calculated some average and max (because more numbers?) damage numbers for various styles assuming that each fighter had their respective fighting style. For GWF, I assumed a greatsword and added 1.5 avg damage per attack. Only the TWF has their feat taken into account. Damage is calculated with ability mods of +3, +4, and +5.
Damage Dice
Average
Max
Damage Dice
Average
Max
Whirlwind of Steel
Dual Longs/Rapiers
Dual Shorts/Scims
Single attack (uses normal bonus action)
2d8
9+2mod (15,17,19)
16+2mod (22,24,26)
2d6
7+2mod (13,15,17)
12+2mod (18,20,22)
Extra 1
4d8
18+2mod (24,26,28)
32+2mod (38,40,42)
4d6
14+2mod (20,22,24)
24+2mod (30,32,34)
Extra 2
5d8
22.5+3mod (31.5,34.5,37.5)
40+3mod (49,52,55)
5d6
17.5+3mod (26.5,29.5,32.5)
30+3mod (39,42,45)
Extra 3
6d8
27+4mod (39,43,47)
48+4mod (60,64,68)
6d6
21+4mod (33,37,41)
36+4mod (48,52,56)
Swift Strike (should match normal damage)
Dual Longs/Rapiers
Dual Shorts/Scims
Single Attack
2d8
9+2mod (15,17,19)
16+2mod (22,24,26)
2d6
7+2mod (13,15,17)
12+2mod (18,20,22)
Extra 1
3d8
13.5+3mod (22.5,25.5,28.5)
32+3mod (38,40,42)
3d6
10.5+3mod (19.5,22.5,25.5)
18+3mod (27,30,33)
Extra 2
4d8
18+4mod (30,34,38)
24+3mod (48,52,56)
4d6
14+4mod (26,30,34)
24+4mod (36,40,44)
Extra 3
5d8
22.5+5mod (37.5,42.5,47.5)
40+5mod (55,60,65)
5d6
17.5+5mod (32.5,37.5,42.5)
30+5mod (45,50,55)
Greatsword
Sword and Board (Long/Rapier)
Single Attack
2d6
7+1.5+mod (11.5,12.5,13.5)
12+mod (15,16,17)
1d8
4.5+2+mod (9.5,10.5,11.5)
8+2+mod (13,14,15)
Extra 1
4d6
14+3+2mod (23,25,27)
24+2mod (30,32,34)
2d8
9+4+2mod (19,21,23)
16+4+2mod (26,28,30)
Extra 2
6d6
21+4.5+3mod (34.5,37.5,40.5)
36+3mod (45,48,51)
3d8
13.5+6+3mod (28.5,31.5,34.5)
24+6+3mod (39,42,45)
Extra 3
8d6
28+6+4mod (46,50,54)
48+4mod (60,64,68)
4d8
18+8+4mod (38,42,46)
32+8+4mod (52,56,60)
Now I need advice. Is this severely broken? Is it still underwhelming? I only ran numbers for fighters, and I don't have data for polearms (don't really know them very well yet), so am I overlooking something major? What do I need to reword? Is my math off somewhere? Is this too complex? etc.
I've got a few tweaks and additions that I'm considering, two of which come at least partly from Methods and Madness (I'd post a link, but apparently I can't do that yet.)
Whirlwind of Steel - Allowing ability mods when using light weapons could incentivize their use, but could also make d8 weapons irrelevant. If it needs to be nerfed as a whole, could it perhaps leave the player open so the next attack on them has advantage?
Swift Strike - Should there be a spell restriction? If so, I think it would only apply to spells that make a spell attack roll.
Immediate Follow-up: Once per turn, if you miss with an attack, you may use your bonus action to make another attack against the same target with you other hand - Alternately, this could be restricted to a roll of x or lower (5? 10?)
Feint: You may use your bonus action to grant advantage to one melee weapon attack roll this turn.
You gain a +1 bonus to attack rolls while you are wielding a separate melee weapon in each hand. - This could be added in or potentially replace the flat +1 AC bonus.
Any feedback would be greatly appreciated.
I'm pretty new to D&D, but I'm really enjoying the creative aspect. It's a blast to have a character concept pop into my head and then dive into the books and see how well I can bring that concept to fruition. Recently, as I've come to understand mechanics a bit better, I looked back at Two Weapon Fighting and found it... underwhelming. A little time on the internet showed me that most players seem to agree. For me, it's not just a problem of damage (I think a dedicated Great Weapon Fighter should be doing more damage) but one of flavor too. The only thing an extra weapon really adds is one extra swing if you take the bonus action. Well, I also enjoy mulling over and reworking game mechanics, so I thought I'd try my hand at reworking this one. At this point, I think that the main reason TWF falls behind is that the Dual Wielding feat doesn't add much, while the feats for other style provide significant additions. So I focused my attention there. Now that I have something worked up, I wanted some feedback from some more experienced players. So without further ado, here's my version of the Dual Wielder feat, submitted for peer review.
Dual Wielder
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
If you take the Attack action while wielding a separate melee weapon in each hand, you may take one of the following bonus actions:
Aggressive Parry: Adopt a defensive stance. You gain 1 AC until the start of your next turn. If you are the target of an attack that misses and the attacker is within your range, you may use your reaction to make one attack against your attacker with either hand.
Swift Strike: Make an attack with either hand. You may take an additional bonus action that does not involve making an attack, and is not granted by Dual Wielder.
If you have the Extra Attack feature, you may also take the following bonus action when the above conditions are met:
Whirlwind of Steel: Make one attack with each hand. Do not add ability modifiers to damage for these attacks. These attacks may have different targets or the same target.
The over-arching idea is that, whereas GWF provides more damage per swing and Sword-and-Board provides more AC, TWF provides more options, sitting between the two offensively and defensively, and allowing for more mobility or interesting maneuvers.
Math time (everybody's favorite): I calculated some average and max (because more numbers?) damage numbers for various styles assuming that each fighter had their respective fighting style. For GWF, I assumed a greatsword and added 1.5 avg damage per attack. Only the TWF has their feat taken into account. Damage is calculated with ability mods of +3, +4, and +5.
Damage Dice
Average
Max
Damage Dice
Average
Max
Whirlwind of Steel
Dual Longs/Rapiers
Dual Shorts/Scims
Single attack (uses normal bonus action)
2d8
9+2mod (15,17,19)
16+2mod (22,24,26)
2d6
7+2mod (13,15,17)
12+2mod (18,20,22)
Extra 1
4d8
18+2mod (24,26,28)
32+2mod (38,40,42)
4d6
14+2mod (20,22,24)
24+2mod (30,32,34)
Extra 2
5d8
22.5+3mod (31.5,34.5,37.5)
40+3mod (49,52,55)
5d6
17.5+3mod (26.5,29.5,32.5)
30+3mod (39,42,45)
Extra 3
6d8
27+4mod (39,43,47)
48+4mod (60,64,68)
6d6
21+4mod (33,37,41)
36+4mod (48,52,56)
Swift Strike (should match normal damage)
Dual Longs/Rapiers
Dual Shorts/Scims
Single Attack
2d8
9+2mod (15,17,19)
16+2mod (22,24,26)
2d6
7+2mod (13,15,17)
12+2mod (18,20,22)
Extra 1
3d8
13.5+3mod (22.5,25.5,28.5)
32+3mod (38,40,42)
3d6
10.5+3mod (19.5,22.5,25.5)
18+3mod (27,30,33)
Extra 2
4d8
18+4mod (30,34,38)
24+3mod (48,52,56)
4d6
14+4mod (26,30,34)
24+4mod (36,40,44)
Extra 3
5d8
22.5+5mod (37.5,42.5,47.5)
40+5mod (55,60,65)
5d6
17.5+5mod (32.5,37.5,42.5)
30+5mod (45,50,55)
Greatsword
Sword and Board (Long/Rapier)
Single Attack
2d6
7+1.5+mod (11.5,12.5,13.5)
12+mod (15,16,17)
1d8
4.5+2+mod (9.5,10.5,11.5)
8+2+mod (13,14,15)
Extra 1
4d6
14+3+2mod (23,25,27)
24+2mod (30,32,34)
2d8
9+4+2mod (19,21,23)
16+4+2mod (26,28,30)
Extra 2
6d6
21+4.5+3mod (34.5,37.5,40.5)
36+3mod (45,48,51)
3d8
13.5+6+3mod (28.5,31.5,34.5)
24+6+3mod (39,42,45)
Extra 3
8d6
28+6+4mod (46,50,54)
48+4mod (60,64,68)
4d8
18+8+4mod (38,42,46)
32+8+4mod (52,56,60)
Now I need advice. Is this severely broken? Is it still underwhelming? I only ran numbers for fighters, and I don't have data for polearms (don't really know them very well yet), so am I overlooking something major? What do I need to reword? Is my math off somewhere? Is this too complex? etc.
I've got a few tweaks and additions that I'm considering, two of which come at least partly from Methods and Madness (I'd post a link, but apparently I can't do that yet.)
Whirlwind of Steel - Allowing ability mods when using light weapons could incentivize their use, but could also make d8 weapons irrelevant. If it needs to be nerfed as a whole, could it perhaps leave the player open so the next attack on them has advantage?
Swift Strike - Should there be a spell restriction? If so, I think it would only apply to spells that make a spell attack roll.
Immediate Follow-up: Once per turn, if you miss with an attack, you may use your bonus action to make another attack against the same target with you other hand - Alternately, this could be restricted to a roll of x or lower (5? 10?)
Feint: You may use your bonus action to grant advantage to one melee weapon attack roll this turn.
You gain a +1 bonus to attack rolls while you are wielding a separate melee weapon in each hand. - This could be added in or potentially replace the flat +1 AC bonus.
Any feedback would be greatly appreciated.