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9 months ago ::
Sep 09, 2012 - 7:25PM
#1
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Both specialties Archer and Dual Wielder have this as one of the benefits. I feel that this in particular does not make it worth while to use. Twice the chance to miss for half the damage is a wash in most cases, poisoned weapons being an exception I can think of, or perhaps expertise dice for a fighter.
This may be fixed later on with the ranger when it gets reintroduced, but in the mean time I would rather see something like the die drop by 1 so from d6 to d4 and so on. Or perhaps grant the foe disadvantage the first time you strike at a it with 2 weapons as it says it is "dual wielders keep their enemies unbalanced by striking from two directions at once"
As for archer I would rather see the archer get the ability to try and trip someone with an arrow for level one than shoot 2 arrows at once.
If there is a reason that this makes sense please enlighten me on what I am not seeing. I have a ranger in my group and he looked at this and just laughed and said no way.
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9 months ago ::
Sep 09, 2012 - 8:02PM
#2
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Date Joined:
Jun 22, 2012
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Because they would dual wielding has always had troubles with its implementation and im sure they would rather have it start to weak and improve on it, then if they made it too powerful and cut it down
because then you would have the people moaning about how "they nerfed a feature, now my dual wielding kickeverythingtillitsdead whateverclass doesnt work as good anymore" instead of "they made it better, it looks like something i might consider using now"
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9 months ago ::
Sep 09, 2012 - 8:49PM
#3
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Feats do not increase damage in Next. The only way for two attacks to not increase your damage is if they deal half as much damage. It's pretty simple.
Two Attacks still is a power increase, though, as you get double the chance to inflict riders on your enemy (for example, the Fighter's Knockdown), and you can split your attacks to hit two different enemies (which can easily double your kill rate against weaker foes).
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9 months ago ::
Sep 09, 2012 - 9:05PM
#4
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Good points. I was not thinking of how powerful even 3 points of damage is at 1st level.
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9 months ago ::
Sep 10, 2012 - 1:34PM
#5
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Date Joined:
Sep 10, 2012
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Remember that two weapon fighting and its half damage, is a 1st level feat. we will probably get something like two weapon fighting mastery at higher levels that make them do full damage.
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9 months ago ::
Sep 10, 2012 - 2:08PM
#6
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Remember that two weapon fighting and its half damage, is a 1st level feat. we will probably get something like two weapon fighting mastery at higher levels that make them do full damage.
Not to mention the level 3 feat basically gives you a free shield
My two copper.
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9 months ago ::
Sep 10, 2012 - 2:13PM
#7
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Date Joined:
Jun 17, 2010
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Because it's not meant to be a damage increase.
"But wouldn't it be a better feat if it were a damage increase?"
Yes, yes it would. But it's not supposed to, so it doesn't.
D&D Next = D&D: Quantum Edition
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9 months ago ::
Sep 10, 2012 - 10:29PM
#8
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I suspect this is included because of two design ideas.
The first is that the Ranger with two weapons tended to dramatically outdamage almost everything else in the last edition, both due to a higher effective accuracy, and the potential for multiple hits.
The second is that, while the damage is low, the potential for 'rider' benefits is high. Not only, as pointed out above, can the fighter use an expertise die (given the right build) to knock the opponent prone, extra damage like Sneak Attack or Deadly blow damage is added to the attack (I would assume that it is still halved, as the rule does say "all the damage from the attack"). Still, even with halved bonus damage, the added reliability may well be worth it for the character.
Since it's an option for the character, rather than their standard form of attack, they can swap between full-damage attacks (for easy to hit foes) and half-damage attacks against difficult to hit foes. (Of course, picking one specialty locks out your choices for choosing another, but it's not as if the dual-wielding character has spent a great deal of feats to get this second option (one, it appears).
In addition, if your DM is flexible, and allows you to be creative (rather than just limiting you to Attack/Damage rolls), the Archer or Dual-Wielder might also be a little more capable of doing some of those fun stunts (like severing ropes, smashing potions, etc.) since they, effectively, get two tries!
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9 months ago ::
Sep 11, 2012 - 1:43AM
#9
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Date Joined:
Jul 23, 2010
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My personal idea on the subject, is that, at the moment, different fighting styles=different combat role. In 4e terms:
Two handed style: max damage, striker role.
One handed and shield style: max protection, defender role.
Two weapon (or archery) style: max riders and minion clearing , controller role.
Just my two cents.
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9 months ago ::
Sep 11, 2012 - 5:50AM
#10
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My personal idea on the subject, is that, at the moment, different fighting styles=different combat role. In 4e terms:
Two handed style: max damage, striker role.
One handed and shield style: max protection, defender role.
Two weapon (or archery) style: max riders and minion clearing , controller role.
Just my two cents.
That makes a lot of sense to me. So, the archer can make either fire full damage shots at big enemies or fire 2 shots at weaker enemies.
I think we will start out rolling damage, halving it and then adding anything additional to that.
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