| Post/Author/DateTime | Post |
|---|---|
| Nephlite03-15-07, 11:54 PM | My DM I found out only penaltizes offhands not main hands with TWF. Does this make TWF make useful than normal? I've read ion the powers that at later levels THF beats out TWF, but with primary having no penalty to hit...is it better? I found this out when the Fighter in the party hit 3rd level and chose the feat because he likes the idea of two longswords (he's new). |
| Aryxbez03-15-07, 11:58 PM | Well could make the Amnidexterity feat this is what it is in my games Amnidexterity Feat: Prequisites; Dex 18, Two-weapon Fighting Benefit:When wielding two weapons, the Penalties are reduced by 2, with having -2 with onehanded weapon or no penalties with a light weapon in the off-hand. Also the off-hand deals normal strength damage. Also could go with this one variant I found in another roleplaying game. Ability is Called Dualwield, have no penalty in the main hand, but you have a -5 in the off-hand and I think the off-hand deals no damage to strength. |
| jaelis03-16-07, 08:14 AM | The basic problem with this and most other TWF improvements is that, really, TWF is great for a rogue as it is. So anything that makes it better will push rogues even harder down that path. I wouldn't worry about it being unbalancing, it just doesn't seem right to me to increase the viable options for a fighter by essentially decreasing the viable options for a rogue. |
| tarkin03-16-07, 11:29 AM | Actually it has a distinct advantage. If you play by the official rules, there are often circumstances where TWF is not to your advantage. I.E. If you hit on a 18,19,20, don't TWF, because while you double your attacks, you also reduce your chance to hit by 1/3 When you play using his rules, it is ALWAYS to your advantage to TWF. This is huge advantage, both in game of +2 to hit, and out of game, making your own mental activity a lot easier. It is clearly a Power Gamer rule, because of the removal of the decision requirement from you the player, if not the free +2 to hit for 1/2 your attacks. It eliminates an advantage that smarter people have when playing TWFers. |
| Nephlite03-16-07, 01:05 PM | Actually it has a distinct advantage. If you play by the official rules, there are often circumstances where TWF is not to your advantage. I.E. If you hit on a 18,19,20, don't TWF, because while you double your attacks, you also reduce your chance to hit by 1/3 When you play using his rules, it is ALWAYS to your advantage to TWF. This is huge advantage, both in game of +2 to hit, and out of game, making your own mental activity a lot easier. It is clearly a Power Gamer rule, because of the removal of the decision requirement from you the player, if not the free +2 to hit for 1/2 your attacks. It eliminates an advantage that smarter people have when playing TWFers. I agree it is a Power Gamer Rule. But only the Fighter seems to be taking advantage of it. Granted, I just joined the group so I knew not this house rule till this moment. I almost ewished I had known (could made a great TWFing character). But I'm happy with my artificer. |
| Jaxgaret03-16-07, 01:11 PM | I almost ewished I had known (could made a great TWFing character). But I'm happy with my artificer. Might I suggest the feat Double Wand Wielder, from CArc. :) |