Two-weapon fighting
Two-weapon fighting
I was reading the 3rd ed PHB p. 119 regarding two weapon fighting. I noticed something I never caught before - the exact wording of the last three sentences. Per the wording, I understand the following:
1. Primary hand is at -3 (fine I knew this before)
2. Secondary hand is at -6 (fine I knew this before)
3. The above penalties are affected by the dex. mod. (Wow!!! Finesse fighter here I come.)
4. Str mod is not applied to the to hit stat. It only applies to dmg. (Wow!! It don't pay to be a brute with two weapons.)
If I understand the RaW, a lvl 6 human fighter with +0 str, +3 dex using two weapons will have a primary +to hit of 7 (with a weapon that is speced) and a secondary to hit of 4 (with weap. spec.) Yet a fighter with +3 str and +0 dex will have a primary to hit of 4 and secondary of 1 (again assuming weapon spec).
Am I reading that right???? It makes sense to me now that I read it closely and have thought about the dexterity needed to wield two weapons. But, I can't believe I never notice the exact wording before.
Am I the only person who as missed this?
1. Primary hand is at -3 (fine I knew this before)
2. Secondary hand is at -6 (fine I knew this before)
3. The above penalties are affected by the dex. mod. (Wow!!! Finesse fighter here I come.)
4. Str mod is not applied to the to hit stat. It only applies to dmg. (Wow!! It don't pay to be a brute with two weapons.)
If I understand the RaW, a lvl 6 human fighter with +0 str, +3 dex using two weapons will have a primary +to hit of 7 (with a weapon that is speced) and a secondary to hit of 4 (with weap. spec.) Yet a fighter with +3 str and +0 dex will have a primary to hit of 4 and secondary of 1 (again assuming weapon spec).
Am I reading that right???? It makes sense to me now that I read it closely and have thought about the dexterity needed to wield two weapons. But, I can't believe I never notice the exact wording before.
Am I the only person who as missed this?
Re: Two-weapon fighting
nwelte1 wrote:
Am I the only person who as missed this?
Yes, definiately yes.
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Sorry Nate, I couldn't help myself. I read it that way as well.
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Her's a question to go along with this. Say a character had his Dex magically increased to a 20. Going by the chart on page 105 of the M&T under the Belt of Giant Strength (which is the only place I've seen for abilities above 18), the modifier would be a +4. Would this character have a +1/-2 to hit (plus BtH) when fighting with 2 weapons?
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serleran wrote:
No, I did not miss it. In fact, I seem to recall being the one to propose Strength not applying to the hit roll in the first place...
I might have known you were the one responsible for that travesty.
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Quote:
I might have known you were the one responsible for that travesty.
It was to prevent every fighter from wielding two-weapons, and, to give other classes which may not have a high Strength an option. I don't consider that a travesty. This whole dual-wielding thing was a battleground of development, let me tell you. Almost as vicious as rangers (maybe spurred on because some thought rangers should get this "just because.") Of course, not everything I wanted to see make it, made it, but that was my rationalization for it... don't know what the "real reason" was as, at that time, I was not involved in development due to moving clear across the US.
Quote:
Would this character have a +1/-2 to hit (plus BtH) when fighting with 2 weapons?
Technically, unless the rules say otherwise (I've never seen anyone, except a monk, try dual-wielding), yes. The rules would have to stipulate that the Dexterity modifier can only reduce the penalty to zero, and not grant an actual bonus, but I'm not sure that phrase (or something like it) is in the rulebook. It was part of the original idea, though (so the best possible would be +0/-3 for Dexterity of 18, -0/-2 for 20, -0/-1 for 22, and -0/-0 for 24).
serleran wrote:
It was to prevent every fighter from wielding two-weapons, and, to give other classes which may not have a high Strength an option. I don't consider that a travesty. This whole dual-wielding thing was a battleground of development, let me tell you. Almost as vicious as rangers (maybe spurred on because some thought rangers should get this "just because.") Of course, not everything I wanted to see make it, made it, but that was my rationalization for it... don't know what the "real reason" was as, at that time, I was not involved in development due to moving clear across the US.
I can imagine, though I would have been happier with 'Strength or Dexterity', rather than 'Dexterity, but never Strength'. Of course, in my games that's exactly what it is, so no big deal (Actually, to be honest, in my games it works more like this). Obviously 'travesty' was overstating the case for comic purposes/effect.
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Thanks Serl, that's what I thought.
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This seems akin to the 1e AD&D rule in the DMG (where the penalties of -2/-5(???) were offset by the DEX modifier), except you got your strength bonus to hit and damage, IIRC.
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"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
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"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax
In AD&D 1e it is -2/-4, but characters are limited to Hand Axes and Daggers as Off Hand Weapons, but an 18 Dexterity offsets the penalties to 0/-1. The way that Off Hand Weapons and Attack Routines interacted with Multiple Attack Routines is not perfectly clear.
In AD&D 2e characters can get the penalties down to 0/0 and use any weapon in the Off Hand by way of the Complete Fighter's Handbook, which makes it pretty much the best fighting style, but in the core rules it works almost the same way as in 1e; the key differences are that an 18 Dexterity only reduces the penalties to 0/-2 and that the Off Hand Weapon can be any small (which eliminates the Hand Axe, but admits the Short Sword). AD&D 2e also explicitly limited Off Hand Attacks to one per Round.
In both cases, characters can add their full Strength Bonus to hit and damage on top of any penalty reduction.
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In AD&D 2e characters can get the penalties down to 0/0 and use any weapon in the Off Hand by way of the Complete Fighter's Handbook, which makes it pretty much the best fighting style, but in the core rules it works almost the same way as in 1e; the key differences are that an 18 Dexterity only reduces the penalties to 0/-2 and that the Off Hand Weapon can be any small (which eliminates the Hand Axe, but admits the Short Sword). AD&D 2e also explicitly limited Off Hand Attacks to one per Round.
In both cases, characters can add their full Strength Bonus to hit and damage on top of any penalty reduction.
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Rangers have a strong incentive to dual-wield even with the rule as-is, at least vs. Combat Marauder foes.
Imagine a 4th level ranger with +2 STR, +2 DEX.
He can either wield a two handed weapon for, say, 2d6 damage. He is +5 to hit for 2d6+2+4 (13). So, vs. an AC 15 foe (typical humanoid rabble) he's doing an average of 0.55 * 13 = 7.15 damage per round.
Or he can wield a longsword and hand axe.
With his on hand he is +2 to hit for 1d8+2+4. 0.4 * 10.5 = 4.2
With the off hand he is +0 to hit for 1d6+2+4. 0.3 * 9.5 = 2.85
FOr a total of: 7.05.
Thus, if the ranger (A) gains a level and thus another point of damage (B) has anything that boosts to-hits (bless, a friendly Knight, etc) or (C) is facing a lower AC foe, he is actually better off dual-wielding than THF!
Imagine a 4th level ranger with +2 STR, +2 DEX.
He can either wield a two handed weapon for, say, 2d6 damage. He is +5 to hit for 2d6+2+4 (13). So, vs. an AC 15 foe (typical humanoid rabble) he's doing an average of 0.55 * 13 = 7.15 damage per round.
Or he can wield a longsword and hand axe.
With his on hand he is +2 to hit for 1d8+2+4. 0.4 * 10.5 = 4.2
With the off hand he is +0 to hit for 1d6+2+4. 0.3 * 9.5 = 2.85
FOr a total of: 7.05.
Thus, if the ranger (A) gains a level and thus another point of damage (B) has anything that boosts to-hits (bless, a friendly Knight, etc) or (C) is facing a lower AC foe, he is actually better off dual-wielding than THF!
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Which might be why a C&C Ranger didn't get anything to nullify two weapon use!
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I've been contemplating the idea of letting a prime in dex eliminate the TWF penalties. That, or a prime allowing modifiers to bring the negative into positives.
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gideon_thorne wrote:
I've been contemplating the idea of letting a prime in dex eliminate the TWF penalties. That, or a prime allowing modifiers to bring the negative into positives.
Hmm. You could be onto something there. A bonus given to PC based on the primes he has.
Dex = Elimination of TWF penalties
I'm about to leave work and can't focus at the moment. But that does allow for some great creative ideas.
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AD&D, Amish Dungeons & Dragons.
"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"
"I shun him."
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"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
-- E. Gary Gygax
Psalm 73:26
"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax
"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax
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nittanytbone14
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gideon_thorne wrote:
I've been contemplating the idea of letting a prime in dex eliminate the TWF penalties. That, or a prime allowing modifiers to bring the negative into positives.
You could allow a prime to grant a +2 bonus in addition to anything provided by DEX. That makes a character with 18 DEX +2/-1 when dual-wielding.
This would be fine if you run an otherwise low-powered game (lower ability scores with few +3 and +2 modifiers, fewer magic items, fewer buffing spells/items). If you run a higher powered game it might make TWF too good!
THF
7th level fighter with +2 WS in 2d6 THF weapon, 18 STR, +2 weapon, and +1 in temporary bonuses (bless spell, for example)
Bonus to Hit = +15 (7 BtH + 2 WS + 3 STR + 2 MAGIC + 1 BUFF)
% to Hit AC 20 = 0.80
% to Hit AC 25 = 0.55
% to Hit AC 30 = 0.30
Avg Damage = 14 (7 WEAPON BASE + 2 WS + 3 STR + 2 MAGIC)
Avg Dam vs. AC 15 = 13.75
Avg Dam vs. AC 20 = 11.2
Avg Dam vs. AC 25 = 7.7
Avg Dam vs. AC 30 = 4.2
TWF BTB
7th level fighter with +2 WS in 1d6 weapon, +2 STR,+3 DEX, +1 weapons, and +1 in temporary bonuses (bless spell, for example)
Bonus to Hit (on hand) = +11 (-3 TWF + 7 BtH + 2 WS + 3 DEX + 1 MAGIC + 1 BUFF)
% to Hit AC 20 = 0.60
% to Hit AC 25 = 0.35
% to Hit AC 30 = 0.20
Bonus to Hit (off hand) = +8
% to Hit AC 20 = 0.45
% to Hit AC 25 = 0.20
% to Hit AC 30 = 0.05
Avg Damage = 8.5 (3.5 WEAPON BASE + 2 WS + 2 STR + 1 MAGIC)
Avg Dam vs. AC 15 = 13.175
Avg Dam vs. AC 20 = 8.925 (0.6 * 8.5 + 0.45 * 8.5)
Avg Dam vs. AC 25 = 4.675 (0.35 * 8.5 + 0.20 * 8.5)
Avg Dam vs. AC 30 = 2.125 (0.20 * 8.5 + 0.05 * 8.5)
THF is significantly better than TWF except vs. low ACs.
TWF with DEX Prime Granting +2 to hit
7th level fighter with +2 WS in 1d6 weapon, +2 STR,+3 DEX, +1 weapons, and +1 in temporary bonuses (bless spell, for example)
Bonus to Hit (on hand) = +13 (-3 TWF + 2 PRIME + 7 BtH + 2 WS + 3 DEX + 1 MAGIC + 1 BUFF)
% to Hit AC 20 = 0.70
% to Hit AC 25 = 0.45
% to Hit AC 30 = 0.30
Bonus to Hit (off hand) = +10
% to Hit AC 20 = 0.55
% to Hit AC 25 = 0.30
% to Hit AC 30 = 0.05
Avg Damage = 8.5
Avg Dam vs. AC 20 = 10.625 (0.70 * 8.5 + 0.55 * 8.5)
Avg Dam vs. AC 25 = 6.375 (0.45 * 8.5 + 0.30 * 8.5)
Avg Dam vs. AC 30 = 2.975 (0.30 * 8.5 + 0.05 * 8.5)
THF is still superior, but not by much. Also, if any more situational bonuses add up (Prayer, Knight's Inspire, etc) then TWF will be superior.
Easiest way I have found to balance it and still allow Strength Bonuses to count is to ensure that the penalties for Two Weapon Fighting are never reduced independent of to hit bonuses and to give Two Handed Weapons a bonus to hit and damage over and above the norm. i.e.
Two Handed Weapon: +1 to hit, 1D12+1 damage
One Handed Weapon: +0 to hit, 1D8 damage
Two One Handed Weapons: 2x [-4 to hit, 1D8 damage]
So, for example, take three Level 1 Fighters with Strength 16:
Two Handed Weapon: +4 to hit, 1D12+3 damage
One Handed Weapon: +3 to hit, 1D8+2 damage
Two One Handed Weapons: -1 to hit, 2 x 1D8+2 damage
All of the forgoing assumes no critical hits or fumbles and that 1 and 20 are of no more significance than any other roll [i.e. no auto misses or auto hits].
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Two Handed Weapon: +1 to hit, 1D12+1 damage
One Handed Weapon: +0 to hit, 1D8 damage
Two One Handed Weapons: 2x [-4 to hit, 1D8 damage]
So, for example, take three Level 1 Fighters with Strength 16:
Two Handed Weapon: +4 to hit, 1D12+3 damage
One Handed Weapon: +3 to hit, 1D8+2 damage
Two One Handed Weapons: -1 to hit, 2 x 1D8+2 damage
Quote:
Against AC 0
Two Handed Weapon: 125%, 1D12+3 (Av. 9.5) = 9.5
One Handed Weapon: 120%, 1D8+2 (Av. 6.5) = 6.5
Two One Handed Weapons: 2 x [100% 1D8+2 (Av. 6.5)] = 13
Against AC 1
Two Handed Weapon: 120%, 1D12+3 (Av. 9.5) = 9.5
One Handed Weapon: 115%, 1D8+2 (Av. 6.5) = 6.5
Two One Handed Weapons: 2 x [95% 1D8+2 (Av. 6.5)] = 12.35
Against AC 2
Two Handed Weapon: 115%, 1D12+3 (Av. 9.5) = 9.5
One Handed Weapon: 110%, 1D8+2 (Av. 6.5) = 6.5
Two One Handed Weapons: 2 x [90% 1D8+2 (Av. 6.5)] = 11.7
Against AC 3
Two Handed Weapon: 110%, 1D12+3 (Av. 9.5) = 9.5
One Handed Weapon: 105%, 1D8+2 (Av. 6.5) = 6.5
Two One Handed Weapons: 2 x [85% 1D8+2 (Av. 6.5)] = 11.05
Against AC 4
Two Handed Weapon: 105%, 1D12+3 (Av. 9.5) = 9.5
One Handed Weapon: 100%, 1D8+2 (Av. 6.5) = 6.5
Two One Handed Weapons: 2 x [80% 1D8+2 (Av. 6.5)] = 10.4
Against AC 5
Two Handed Weapon: 100%, 1D12+3 (Av. 9.5) = 9.5
One Handed Weapon: 95%, 1D8+2 (Av. 6.5) = 6.175
Two One Handed Weapons: 2 x [75% 1D8+2 (Av. 6.5)] = 9.75
Against AC 6
Two Handed Weapon: 95%, 1D12+3 (Av. 9.5) = 9.025
One Handed Weapon: 90%, 1D8+2 (Av. 6.5) = 5.85
Two One Handed Weapons: 2 x [70% 1D8+2 (Av. 6.5)] = 9.1
Against AC 7
Two Handed Weapon: 90%, 1D12+3 (Av. 9.5) = 8.55
One Handed Weapon: 85%, 1D8+2 (Av. 6.5) = 5.525
Two One Handed Weapons: 2 x [65% 1D8+2 (Av. 6.5)] = 8.45
Against AC 8
Two Handed Weapon: 85%, 1D12+3 (Av. 9.5) = 8.075
One Handed Weapon: 80%, 1D8+2 (Av. 6.5) = 5.2
Two One Handed Weapons: 2 x [60% 1D8+2 (Av. 6.5)] = 7.8
Against AC 9
Two Handed Weapon: 80%, 1D12+3 (Av. 9.5) = 7.6
One Handed Weapon: 75%, 1D8+2 (Av. 6.5) = 4.875
Two One Handed Weapons: 2 x [55% 1D8+2 (Av. 6.5)] = 7.15
Against AC 10
Two Handed Weapon: 75%, 1D12+3 (Av. 9.5) = 7.125
One Handed Weapon: 70%, 1D8+2 (Av. 6.5) = 4.55
Two One Handed Weapons: 2 x [50% 1D8+2 (Av. 6.5)] = 6.5
Against AC 11
Two Handed Weapon: 70%, 1D12+3 (Av. 9.5) = 6.65
One Handed Weapon: 65%, 1D8+2 (Av. 6.5) = 4.225
Two One Handed Weapons: 2 x [45% 1D8+2 (Av. 6.5)] = 5.85
Against AC 12
Two Handed Weapon: 65%, 1D12+3 (Av. 9.5) = 6.175
One Handed Weapon: 60%, 1D8+2 (Av. 6.5) = 3.9
Two One Handed Weapons: 2 x [40%, 1D8+2 (Av. 6.5)] = 5.2
Against AC 13
Two Handed Weapon: 60%, 1D12+3 (Av. 9.5) = 5.7
One Handed Weapon: 55%, 1D8+2 (Av. 6.5) = 3.575
Two One Handed Weapons: 2 x [35%, 1D8+2 (Av. 6.5)] = 4.55
Against AC 14
Two Handed Weapon: 55%, 1D12+3 (Av. 9.5) = 5.225
One Handed Weapon: 50%, 1D8+2 (Av. 6.5) = 3.25
Two One Handed Weapons: 2 x [30%, 1D8+2 (Av. 6.5)] = 3.9
Against AC 15
Two Handed Weapon: 50%, 1D12+3 (Av. 9.5) = 4.75
One Handed Weapon: 45%, 1D8+2 (Av. 6.5) = 2.925
Two One Handed Weapons: 2 x [25%, 1D8+2 (Av. 6.5)] = 3.25
Against AC 16
Two Handed Weapon: 45%, 1D12+3 (Av. 9.5) = 4.275
One Handed Weapon: 40%, 1D8+2 (Av. 6.5) = 2.6
Two One Handed Weapons: 2 x [20%, 1D8+2 (Av. 6.5)] = 2.6
Against AC 17
Two Handed Weapon: 40%, 1D12+3 (Av. 9.5) = 3.8
One Handed Weapon: 35%, 1D8+2 (Av. 6.5) = 2.275
Two One Handed Weapons: 2 x [15%, 1D8+2 (Av. 6.5)] = 1.95
Against AC 18
Two Handed Weapon: 35%, 1D12+3 (Av. 9.5) = 3.325
One Handed Weapon: 30%, 1D8+2 (Av. 6.5) = 1.95
Two One Handed Weapons: 2 x [10%, 1D8+2 (Av. 6.5)] = 1.3
Against AC 19
Two Handed Weapon: 30%, 1D12+3 (Av. 9.5) = 2.85
One Handed Weapon: 25%, 1D8+2 (Av. 6.5) = 1.625
Two One Handed Weapons: 2 x [5%, 1D8+2 (Av. 6.5)] = 0.65
Against AC 20
Two Handed Weapon: 25%, 1D12+3 (Av. 9.5) = 2.375
One Handed Weapon: 20%, 1D8+2 (Av. 6.5) = 1.3
Two One Handed Weapons: 2 x [0%, 1D8+2 (Av. 6.5)] = 0
Against AC 21
Two Handed Weapon: 20%, 1D12+3 (Av. 9.5) = 1.9
One Handed Weapon: 15%, 1D8+2 (Av. 6.5) = 0.975
Two One Handed Weapons: 2 x [0%, 1D8+2 (Av. 6.5)] = 0
Against AC 22
Two Handed Weapon: 15%, 1D12+3 (Av. 9.5) = 1.425
One Handed Weapon: 10%, 1D8+2 (Av. 6.5) = 0.65
Two One Handed Weapons: 2 x [0%, 1D8+2 (Av. 6.5)] = 0
Against AC 23
Two Handed Weapon: 10%, 1D12+3 (Av. 9.5) = 0.95
One Handed Weapon: 5%, 1D8+2 (Av. 6.5) = 0.325
Two One Handed Weapons: 2 x [0%, 1D8+2 (Av. 6.5)] = 0
Against AC 24
Two Handed Weapon: 5%, 1D12+3 (Av. 9.5) = 0.475
One Handed Weapon: 0%, 1D8+2 (Av. 6.5) = 0
Two One Handed Weapons: 2 x [0%, 1D8+2 (Av. 6.5)] = 0
Against AC 25
Two Handed Weapon: 0%, 1D12+3 (Av. 9.5) = 0
One Handed Weapon: 0%, 1D8+2 (Av. 6.5) = 0
Two One Handed Weapons: 2 x [0%, 1D8+2 (Av. 6.5)] = 0
All of the forgoing assumes no critical hits or fumbles and that 1 and 20 are of no more significance than any other roll [i.e. no auto misses or auto hits].
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nittanytbone14 wrote:
You could allow a prime to grant a +2 bonus in addition to anything provided by DEX. That makes a character with 18 DEX +2/-1 when dual-wielding.
This would be fine if you run an otherwise low-powered game (lower ability scores with few +3 and +2 modifiers, fewer magic items, fewer buffing spells/items). If you run a higher powered game it might make TWF too good!
Well, being 'too good' isn't generally a problem in the home brew I use. Powering things up from C&C baselines so characters aren't slaughtered in minutes is generally the trick.
I run a mesh of high fantasy/sci fi. Think Star Wars with Magic and you might have a good idea.
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Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
gideon_thorne wrote:
I've been contemplating the idea of letting a prime in dex eliminate the TWF penalties. That, or a prime allowing modifiers to bring the negative into positives.
I have it house ruled that Prime cuts the penalty to -1/-3. I haven't allowed STR to be added to the hit either. Mostly because you can't put as much power and weight behind a one handed blow like you can a 2 handed blow.
So if they select DEX prime and have an 18 DEX it will be +2/+0 wielding two handed.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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rabindranath72
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Lately, I've been thinking about the idea that the use of two weapons might not actually mean "more attacks", but rather "better attacks". The use of a second weapon might be focused on "creating a better opening" or "increasing the number of sharp bits for your opponent to worry about". How about this:
+2 To Hit, -2 To AC
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~Adaen of Bridgewater, www.highadventuregames.com
+2 To Hit, -2 To AC
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~Adaen of Bridgewater, www.highadventuregames.com
adaen wrote:
Lately, I've been thinking about the idea that the use of two weapons might not actually mean "more attacks", but rather "better attacks". The use of a second weapon might be focused on "creating a better opening" or "increasing the number of sharp bits for your opponent to worry about". How about this:
+2 To Hit, -2 To AC
How would you handle damage (i.e. which weapon hits)?
-Fox
Foxroe wrote:
How would you handle damage (i.e. which weapon hits)?
-Fox
Perhaps values that are divisible by three are the off-handed weapon (e.g. 3, 6, 9, 12, 15, 18, 21, 24, ....).
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Philotomy Jurament has an interesting solution for both two handed weapons and fighting with two weapons in OD&D. Basically, you roll damage twice and choose the best score. Nice and simple, whilst remaining reasonably balanced and easily portable onto C&C. I would suggest rolling damage for each weapon and choosing the best score.
The +2 to hit and -2 armour class idea is interesting as well, though personally I am loathe to allow 1:1 trade offs.
Another option is to allow characters fighting with weapon and shield or a two handed weapons to make two attacks, but at a -6 penalty.
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The +2 to hit and -2 armour class idea is interesting as well, though personally I am loathe to allow 1:1 trade offs.
Another option is to allow characters fighting with weapon and shield or a two handed weapons to make two attacks, but at a -6 penalty.
_________________
It is a joyful thing indeed to hold intimate converse with a man after ones own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
Yoshida Kenko (1283-1350)
Matthew wrote:
Philotomy Jurament has an interesting solution for both two handed weapons and fighting with two weapons in OD&D. Basically, you roll damage twice and choose the best score. Nice and simple, whilst remaining reasonably balanced and easily portable onto C&C. I would suggest rolling damage for each weapon and choosing the best score.
That's a pretty big advantage.
Matthew wrote:
The +2 to hit and -2 armour class idea is interesting as well, though personally I am loathe to allow 1:1 trade offs.
Another option is to allow characters fighting with weapon and shield or a two handed weapons to make two attacks, but at a -6 penalty.
Well, the 1:1 can be altered of course. I'm thinking of approaching this as thinking of everyone as wielding two weapons, eg.:
longsword and hand
longsword and shield
greatsword and greatsword (same greatsword)
longsword and dagger
longsword and longsword
From there, I'd just treat the hand, shield, second hand on the big weapon as any other weapon.....with special effects. Let me think on this....
~AoB
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~Adaen of Bridgewater, www.highadventuregames.com
Matthew wrote:
Philotomy Jurament has an interesting solution for both two handed weapons and fighting with two weapons in OD&D. Basically, you roll damage twice and choose the best score. Nice and simple, whilst remaining reasonably balanced and easily portable onto C&C. I would suggest rolling damage for each weapon and choosing the best score.
While I like the elegance of this method, how does one handle a situation where the BtH for each weapon is different (i.e. +1 scimitar and a +2 dagger)? Average the bonuses, or just use the highest? What if one wanted to make a separate attack against two foes?
Personally, I'd play a character wielding two weapons because, in my mind, it's pretty swanky, and not because a house rule makes it overly appealing. So for myself, I like the rule as is; doable but not overpowering.
-Fox
adaen wrote:
That's a pretty big advantage.
I dunno, doesn't seem much to me. With a Long Sword, you're talking an 15 in 64 chance of getting an eight
adaen wrote:
Well, the 1:1 can be altered of course. I'm thinking of approaching this as thinking of everyone as wielding two weapons, eg.:
longsword and hand
longsword and shield
greatsword and greatsword (same greatsword)
longsword and dagger
longsword and longsword
From there, I'd just treat the hand, shield, second hand on the big weapon as any other weapon.....with special effects. Let me think on this....
Okay. I have run along similar thoughts before, but I don't want to clog up your thinking with my conclusions!
Foxroe wrote:
While I like the elegance of this method, how does one handle a situation where the BtH for each weapon is different (i.e. +1 scimitar and a +2 dagger)? Average the bonuses, or just use the highest? What if one wanted to make a separate attack against two foes?
I imagine you only get roll damage twice (choosing the highest number) if both weapons would have hit. As for attacking separate foes, this version of fighting with two weapons will not help you do that.
Foxroe wrote:
Personally, I'd play a character wielding two weapons because, in my mind, it's pretty swanky, and not because a house rule makes it overly appealing. So for myself, I like the rule as is; doable but not overpowering.
Fair enough. The current C&C rule is not my cup of tea, but preferences differ.
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It is a joyful thing indeed to hold intimate converse with a man after ones own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
Yoshida Kenko (1283-1350)
