Z's Two-Weapon Fighting (5e Variant Rule)
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Z's Two-Weapon Fighting[edit]
The normal rules for Two-Weapon Fighting are kinda garbage. It's hard to get much use out of it without heavy investment (A fighting style and a feat), while you get more mileage out of a shield right off the bat (+2 AC with no action requirement) or out of a two-headed weapon (2d6 damage is nothing to sneeze at every swing).
So here's to a classic, if impractical, fantasy archetype.
Existing Two-Weapon Fighting Rules[edit]
When you take the Attack action with a Light weapon in your main hand, you can make an offhand attack with a different light weapon as a bonus action. You don't add your ability score modifier to the damage of this offhand attack, and you only get one bonus action attack, even if you have the Extra Attack feature. An additional oddity of this rule is also that you cannot use two-weapon fighting with an unarmed strike, as unarmed strikes don't have weapon properties and don't count as weapon attacks, an oddity rectified in part by my Handwraps weapon, along with some other issues, like being unable to use Booming Blade with an unarmed strike, etc., but I digress.
With these rules, assuming all attacks hit, you're trading your bonus action to deal the exact same amount of damage that a normal warrior deals with a Greatsword. When the martial classes get Extra Attack, this falls behind even further, while having a heavier action economy cost. The only upside is that you're rolling twice, so if you miss, you still have a chance to hit, and possibly crit, with the other attack.
The Two-Weapon Fighting archetype is supported by a Fighting Style of the same name, available to Fighter and Ranger. It lets you add your ability modifier to the offhand attack. That's... That's it.
The Dual Wielder feat also supports this archetype. It gives you +1 AC while wielding a weapon in either hands, lets you draw or stow two weapons when you could ordinarily only draw or stow one with your Object Interaction, and removes the Light weapon property requirement. All in all, it's half a shield and lets you improve your damage dice from d6 to d8 at most.
Additionally, Two-Weapon Fighting is a hindrance to the archetypes that would be most often seen using them - Rogue and Monk already have better things to do with their bonus action.
Finally, there are no double weapons in 5e, a fact mocked by the first benefit of the Polearm Master feat. A d4 of bludgeoning damage as a bonus action is laughable.
My Solution[edit]
All remains the same with Two-Weapon Fighting as a base mechanic, with two exceptions - It is done as part of the Attack action, not as a bonus action; And you may use an Unarmed Strike for one or both attacks in place of a Light weapon.
The Two-Weapon Fighting style has the added benefit of allowing you to draw or stow two weapons at once, instead of this benefit being locked behind a feat.
The Dual Wielder feat has its third benefit replaced with the following: "If you possess the Extra Attack feature or later gain it, when you engage in Two-Weapon Fighting, you may make a second attack with your offhand weapon."
The Results[edit]
Comparison One - Basic Fighter[edit]
Greatsword Fighter (GSF) and 2-Sword Fighter (2SF) will be our subjects here, using the existing rules. This assumes an identical level - 5th - And identical ability scores, of 16 in both Strength and Dexterity.
- GSF has a Greatsword, the Great Weapon Fighting style, and the Great Weapon Master feat.
- 2SF has two Longswords, the Two-Weapon Fighting style, and the Dual Wielder feat.
GSF takes the Attack Action, swinging twice for 2d6+13 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 30, 40, and 50, respectively. This does not take Great Weapon Fighting into consideration. His critical strike chance during this round would be 10%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 36, 46, and 56, respectively.
These values are all doubled with Action Surge.
2SF takes the Attack Action, and uses his Bonus Action to perform Two-Weapon Fighting, swinging three times for 1d8+3 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 12, 25.5, and 33, respectively. His critical strike chance during this round would be 15%.
With Action Surge, only the first two attacks are doubled, bringing the minimum, average and maximum damage to 20, 42.5, and 55, respectively.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 21, 34.5, and 42, respectively.
- With Action Surge, only the first two attacks are doubled, bringing the minimum, average and maximum damage to 35, 57.5, and 70, respectively.
Comparison Two - Basic Ranger[edit]
Greatsword Ranger (GSR) and 2-Sword Ranger (2SR) will be our subjects here, using the existing rules. This assumes an identical level - 5th - And identical ability scores, of 16 in both Strength and Dexterity.
- GSR has a Greatsword, the Great Weapon Fighting style, and the Great Weapon Master feat, and has cast Hunter's Mark on his target.
- 2SR has two Longswords, the Two-Weapon Fighting style, and the Dual Wielder feat, and has cast Hunter's Mark on his target.
GSR takes the Attack Action, swinging twice for 2d6+1d6+13 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 32, 47, and 62, respectively. This does not take Great Weapon Fighting into consideration. His critical strike chance during this round would be 10%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 36, 46, and 56, respectively.
2SR takes the Attack Action, and uses his Bonus Action to perform Two-Weapon Fighting, swinging three times for 1d8+1d6+3 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 15, 30, and 44, respectively. His critical strike chance during this round would be 15%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 28, 42, and 56, respectively.
Comparison Three - Variant Fighter[edit]
Greatsword Fighter (GSF) and 2-Sword Fighter (2SF) will be our subjects here, using the variant. This assumes an identical level - 5th - And identical ability scores, of 16 in both Strength and Dexterity.
- GSF has a Greatsword, the Great Weapon Fighting style, and the Great Weapon Master feat.
- 2SF has two Longswords, the Two-Weapon Fighting style, and the Dual Wielder feat.
GSF takes the Attack Action, swinging twice for 2d6+13 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 30, 40, and 50, respectively. This does not take Great Weapon Fighting into consideration. His critical strike chance during this round would be 10%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 36, 46, and 56, respectively.
2SF takes the Attack Action, swinging four times for 1d8+3 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 16, 30, and 44, respectively. His critical strike chance during this round would be 20%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 28, 42, and 56, respectively.
These values are all doubled with Action Surge.
Comparison Four - Variant Ranger[edit]
Greatsword Ranger (GSR) and 2-Sword Ranger (2SR) will be our subjects here, using the variant. This assumes an identical level - 5th - And identical ability scores, of 16 in both Strength and Dexterity.
- GSR has a Greatsword, the Great Weapon Fighting style, and the Great Weapon Master feat, and has cast Hunter's Mark on his target.
- 2SR has two Longswords, the Two-Weapon Fighting style, and the Dual Wielder feat, and has cast Hunter's Mark on his target.
GSR takes the Attack Action, swinging twice for 2d6+1d6+13 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 32, 47, and 62, respectively. This does not take Great Weapon Fighting into consideration. His critical strike chance during this round would be 10%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 38, 53, and 68, respectively.
2SR takes the Attack Action, swinging four times for 1d8+1d6+3 damage. Assuming all attacks hit, and no attacks crit, the minimum, average and maximum damage he can deal during that Attack action are 20, 48, and 68, respectively. His critical strike chance during this round would be 20%.
- With a Strength of 20 and a +1 magic weapon, this brings the minimum, average and maximum damage to 32, 60, and 80, respectively.
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Author | Zhenra-Khal + |
Identifier | 5e Variant Rule + |
Rating | Undiscussed + |
Summary | The normal TWF rules suck. Here's my thoughts on the matter. + |
Title | Z's Two-Weapon Fighting + |