Combat Styles focused on Dual-Wielding

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Winterborne
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Combat Styles focused on Dual-Wielding

Unread post by Winterborne »

I've noticed that most of the combat styles (Chionthar Seagull, Sembian Fencing, etc) in the game currently are focused on the use of one weapon with a shield, or a two handed weapon. The closest thing to a combat style for dual-wielding is Deadly Defense, which is a great feat but more options would be good.

It'd be great if there were some options for dual-wielders. Spitballing some ideas in here in the event that maybe someone will consider any of these or perhaps get ideas of their own, obviously numbers are just arbitrary here.

Flurry of Steel

- Your blows are relentless, seeming to strike the same spot with greater precision. When active, gain +1 AB per attack that strikes the target, up to a maximum bonus equal to your maximum number of attacks. Critical hits increase this bonus by 2, which does not take the bonus past the cap but allows it to stack faster. The bonus is reset when you strike a different target or when you do not land a hit for 6 seconds. This bonus is subject to the +20 cap to AB Bonuses.

Hit and Run

- You are adept at staying mobile in combat before landing unexpected strikes when finding an opening. You gain a stacking bonus to accuracy and damage when moving, capped at your total number of attacks per round for accuracy and half this number for damage. This bonus lasts for 10 seconds after the next time you strike a target with a sneak attack. This bonus is subject to the +20 cap to AB Bonuses.

Elusive Strikes

- Your fluidity of movement in combat allows you to better avoid damage through movement and distracting your foe with your weapons. When in combat, you gain damage reduction for each strike you land up to a maximum of your maximum number of attacks per round. This bonus is lost if you disengage from combat. This combat style only works when dual wielding.

Vicious Precision

- Your agility allows you to land particularly well-aimed, wicked blows with your pair of weapons. When active, this style allows you to add your Dexterity modifier as a damage bonus to critical hits. Additionally, when you land a critical hit, your target's tendons are injured, causing them to take a -2 penalty to the accuracy of their attacks. This penalty stacks up to three times and lasts for one round. Subsequent stacking after the maximum penalty refresh the duration. This combat style only works when dual wielding.

Tymora's Favor

- Your attacks are bold and risky. When using this style, you deal an additional 2 damage per consecutive attack you land, and take a penalty to your Dodge AC equivalent to half this bonus. Critical hits give double the bonus. The bonus is lost upon being struck, or after 10 seconds of not landing an attack. This combat style only works when dual wielding.
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Sun Wukong
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Re: Combat Styles focused on Dual-Wielding

Unread post by Sun Wukong »

Winterborne wrote: Flurry of Steel

- Your blows are relentless, seeming to strike the same spot with greater precision. When active, gain +1 AB per attack that strikes the target, up to a maximum bonus equal to your maximum number of attacks. Critical hits increase this bonus by 2, which does not take the bonus past the cap but allows it to stack faster. The bonus is reset when you strike a different target or when you do not land a hit for 6 seconds. This bonus is subject to the +20 cap to AB Bonuses.
What would be the negative of this feat? The current custom combat modes all come with their downsides too. For example Northlander Hewing has the -2 AC/AB along with the loss of attacks per round.
Winterborne wrote: Hit and Run

- You are adept at staying mobile in combat before landing unexpected strikes when finding an opening. You gain a stacking bonus to accuracy and damage when moving, capped at your total number of attacks per round for accuracy and half this number for damage. This bonus lasts for 10 seconds after the next time you strike a target with a sneak attack. This bonus is subject to the +20 cap to AB Bonuses.
In this game you stand still when attacking. As it was before: what would be the negative?

But a part of me still likes the concept of hit and run...

"You limit yourself to one melee attack per round, but gain +1 Damage and +5% movement speed for every attack lost."

In otherwords it can help you overcome DR, and dart away into safety once you pop out of stealth. Not to mention that it would let you generally move faster...
Winterborne wrote:Elusive Strikes

- Your fluidity of movement in combat allows you to better avoid damage through movement and distracting your foe with your weapons. When in combat, you gain damage reduction for each strike you land up to a maximum of your maximum number of attacks per round. This bonus is lost if you disengage from combat. This combat style only works when dual wielding.
Again, what would be the negative? Also, some Hasted BAB 26 Greater Flurry Build will have up to 18 attacks per round. 18 DR with just a single feat is a lot.

If some combat is going to grant DR... It should be at the cost of half your attacks. In other words you use your off-hand attacks to deflect/parry/block incoming attacks instead of attacking the enemy.
Winterborne wrote: Vicious Precision

- Your agility allows you to land particularly well-aimed, wicked blows with your pair of weapons. When active, this style allows you to add your Dexterity modifier as a damage bonus to critical hits. Additionally, when you land a critical hit, your target's tendons are injured, causing them to take a -2 penalty to the accuracy of their attacks. This penalty stacks up to three times and lasts for one round. Subsequent stacking after the maximum penalty refresh the duration. This combat style only works when dual wielding.
The game already has Expose Weakness.
Winterborne wrote: Tymora's Favor

- Your attacks are bold and risky. When using this style, you deal an additional 2 damage per consecutive attack you land, and take a penalty to your Dodge AC equivalent to half this bonus. Critical hits give double the bonus. The bonus is lost upon being struck, or after 10 seconds of not landing an attack. This combat style only works when dual wielding.
Finally something with a negative...

And I suppose this applies to all of the suggestions. This game can suffer from lag, and something that needs to be updated multiple times per round can result in unintended results. Buffs and nerfs that linger when those shouldn't.
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Re: Combat Styles focused on Dual-Wielding

Unread post by mrm3ntalist »

Winterborne wrote:I've noticed that most of the combat styles (Chionthar Seagull, Sembian Fencing, etc) in the game currently are focused on the use of one weapon with a shield, or a two handed weapon. The closest thing to a combat style for dual-wielding is Deadly Defense, which is a great feat but more options would be good.
Dual wielding has always been a very strong style mechanically because of the combinations of hips/Sneak attacks and how one could increase the damage output and AC. Feats like deadly defense is so powerful since the damage applies to double the attacks compared to the other styles and that is why it took so long to be implemented. Even with the addition of all the combat feats, TWF is still one of the best styles.

Weapon and shield was so and so. Now it is on par with TWF. The thing that shield and weapon was lacking, was damage. NH fixed that. The increased utility and small damage from the shiled line of feats make that style so much better.

The ones that are still screwed are the two hander builds. While both other styles can now get similar damage to a two hander, the AC for the two handers is still crap. I think that before any more feats for TWF ( a style that I prefer for the majority of my chars ) are implemented, something needs to be done about two handers.
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