Community

 
Jump Menu:
Post Reply
Page 2 of 4  •  Prev 1 2 3 4 Next
Switch to Forum Live View No damage bonus for two handed wielding??
9 months ago  ::  Oct 11, 2012 - 11:44AM #11
Hebitsuikaza
Date Joined: Apr 23, 2005
Posts: 947

Oct 11, 2012 -- 11:31AM, FluxPoint wrote:

I think you could make a strong argument that two hands isn't really helping you as much as you'd like in a combat situation. I'm not saying you can't make the other argument, because it is easy to make.

A human wielding a longsword in one hand can put 'less' behind the swing than he can with two hands. We all agree with that. However, it is not as if these combats are simulating someone taking a longsword and making baseball bat haymaker swings with them. So this is the argument that I could use to do away with the two handed argument. Just because an Ogre can wield it in one hand or two, the weapon is simply so small that the amount of useful force behind the item is small. This is perhaps the same reason STR shouldn't add to finesse weapons.

I'm playing devil's advocate a bit, but hopefully my argument makes some sense.
Maybe instead of 1/2 str as an add, perhaps just a flat +1 (or die size increaes as suggested earlier). That has no scaling and very predictable results/issues. 

Does this mean a dwarf could pick up a weapon and wield it in two hand for two die size increases. Very interesting result - eh?

 




I don't think that, even if the weapon is fairly small, wielding with two hands is going to be much of a disadvantage. If you hold a knife with a long-enough handle in two hands, I am sure you can stab things with much greater power than you could with one hand. Although you would have a smaller range of motion than using it with  a single hand.

But, if we are talking about a larger, heavier weapon-- then holding it with two hands is certain to allow you to strike with greater power and would allow for greater stability for blocking or parrying blows.

In fact, all considered, I might be willing to consider wielding a medium weapon with two hands a legitimate interpretation of the old Power Attack mechanic. It might be a bit harder to hit, but you are going to do more damage. 

Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 12:06PM #12
SteeleButterfly
Date Joined: Nov 19, 2007
Posts: 752
I could make a case for dropping accuracy (because of the more limited range of motion) and bumping the damage die or adding a bonus to the damage. Say, -2 / +2.
In memory of wrecan and his Unearthed Wrecana.

5e should strongly stay away from "I don't like it, so you can't have it either."
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 12:10PM #13
FluxPoint
Date Joined: Sep 26, 2012
Posts: 262

Oct 11, 2012 -- 12:06PM, SteeleButterfly wrote:

I could make a case for dropping accuracy (because of the more limited range of motion) and bumping the damage die or adding a bonus to the damage. Say, -2 / +2.




Perhaps this makes sense. Maybe water it down to -1/+1. I just don't want the bonus to be large to limit the power of the glass cannon.

So would a weapon that MUST be wielded two handed get this bonus?
So if you want to use a greatsword, you must take the -1/+1?
 

Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 12:11PM #14
mrpopstar
  • Dragon Slayer
Date Joined: May 22, 2003
Posts: 2,903
I like that the extra damage is already accounted for in the damage die. Adding 1/2 strength is just a finnicky addition that needlessly complicates my turn. -- Keep it slick and quick!
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 1:34PM #15
Trance-Zg
Date Joined: May 24, 2012
Posts: 454

Oct 11, 2012 -- 11:41AM, Valdark wrote:

You do not have more control if the haft of the weapon does not accommodate the second hand.




well, no one is going to grab a dagger with 2 hands...


Oct 11, 2012 -- 11:41AM, Valdark wrote:


In the case of the long sword the second hand offers no benifit and in fact hinders your range of motion.




I guess you never grasped a longsword then?

Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 1:44PM #16
Mand12
Date Joined: Jun 17, 2010
Posts: 17,319

Oct 11, 2012 -- 1:34PM, Trance-Zg wrote:

Oct 11, 2012 -- 11:41AM, Valdark wrote:


In the case of the long sword the second hand offers no benifit and in fact hinders your range of motion.




I guess you never grasped a longsword then?



Or a baseball bat, for that matter.

D&D Next = D&D:  Quantum Edition
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 1:58PM #17
SteeleButterfly
Date Joined: Nov 19, 2007
Posts: 752

Oct 11, 2012 -- 12:10PM, FluxPoint wrote:

Oct 11, 2012 -- 12:06PM, SteeleButterfly wrote:

I could make a case for dropping accuracy (because of the more limited range of motion) and bumping the damage die or adding a bonus to the damage. Say, -2 / +2.


Perhaps this makes sense. Maybe water it down to -1/+1. I just don't want the bonus to be large to limit the power of the glass cannon.

So would a weapon that MUST be wielded two handed get this bonus?
So if you want to use a greatsword, you must take the -1/+1?


No, I would limit this to weapons that a) are normally wielded 1-handed and have a hilt or grip that allows effective 2-handed use, or b) are designed to be used either 1- or 2-handed from the beginning.

In memory of wrecan and his Unearthed Wrecana.

5e should strongly stay away from "I don't like it, so you can't have it either."
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 2:47PM #18
Valdark
Date Joined: Nov 22, 2007
Posts: 3,362

Oct 11, 2012 -- 1:34PM, Trance-Zg wrote:

Oct 11, 2012 -- 11:41AM, Valdark wrote:

You do not have more control if the haft of the weapon does not accommodate the second hand.




well, no one is going to grab a dagger with 2 hands...


Oct 11, 2012 -- 11:41AM, Valdark wrote:


In the case of the long sword the second hand offers no benifit and in fact hinders your range of motion.




I guess you never grasped a longsword then?



i have.  Perhaps you are thinking of a bastard or hand and a half sword.

Brave Knights of W.T.F. Gryphon Helm Winner.

Edition wars kill players, this will kill Dungeons and Dragons.
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 2:48PM #19
Valdark
Date Joined: Nov 22, 2007
Posts: 3,362

Oct 11, 2012 -- 1:44PM, Mand12 wrote:

Oct 11, 2012 -- 1:34PM, Trance-Zg wrote:

Oct 11, 2012 -- 11:41AM, Valdark wrote:


In the case of the long sword the second hand offers no benifit and in fact hinders your range of motion.




I guess you never grasped a longsword then?



Or a baseball bat, for that matter.


baseball bats are designed for two handed use.  

Brave Knights of W.T.F. Gryphon Helm Winner.

Edition wars kill players, this will kill Dungeons and Dragons.
Quick Reply
Cancel
9 months ago  ::  Oct 11, 2012 - 4:01PM #20
Hebitsuikaza
Date Joined: Apr 23, 2005
Posts: 947
There is sort of a problem about basing an ability you are going to be able to use at level 1 and at level 20 or 30 on a base +1/-1 or +2/-2.

At level one, those modifiers can seem like a fairly substantial swing. Well, they are...

Regardless of one's level, a +1 or -1 is the equivalent of a +5% or -5% chance to hit any particular thing. As you get high level, you get plenty of +1 bonuses from various sources-- increased attributes, BAB, magical equipment, often utilized spells, etc. Once one has a +20 to hit, a +1 or -1 seems to reduce in importance... except that your equally-leveled challenges have been increasing AC at the same rate. So, in the end, the +1 or -1 still equals out to a 5% difference either way.

Now, how about damage? Well, if you are rolling a d8 then your average damage is 4. A +1 is basically a 25% increase in your damage. If you are playing a character with a maximum strength (18 unless you are an orc or something) then you roll 1d8+4. Your average damage is 8. A +1 increases your damage by 12.5%-- still a much larger difference than the 5% you are losing. This also means a strong character really gains only half the benefit a weak character would from this.

But what about when you get to higher levels? Once your get your +3 magical weapon that deals an extra +1d6 fire damage, once you have features or skills that give you a +2 to your overall damage, once your increase your strength to 20? Okay, then you are rolling 1d8+10. Your average damage is 17.  Surprisingly enough a +1 increase is still a +5.8% increase in your damage which means you are still gaining more than you are losing, but it is no where near the shift it used to be. And it certainly won't make up for the fact that you could be wielding a shield or second weapon in that hand instead.

Quick Reply
Cancel
Page 2 of 4  •  Prev 1 2 3 4 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing