Post by Azral on Jul 7, 2014 14:20:19 GMT
Rules of the Game Two-Handed Fighting (Part One)
D&D characters tend to spend a great deal of time fighting. Even characters who strive to be placid and diplomatic eventually find it necessary to come to blows with a foe now and then – unless they're willing to flee or simply become monster snacks.
The game offers characters numerous ways to spruce up their fighting styles. Perhaps the most accessible martial flourish is fighting with both hands using either a two-handed weapon or a weapon in each hand. Anyone who can afford the requisite equipment can fight this way.
Unfortunately, two-handed fighting carries a few disadvantages, and doing it well often requires a bigger investment than buying a weapon or two. Some two-handed fighting options also can plunge a character into a morass of combat modifiers and obscure combat rules. This series examines two-handed fighting in detail and seeks to smooth out some of the rules tangles that await two-handed combatants.
Some Key Terms
Here's a brief list of terminology used in this series.
Iterative Attack: One or more extra attacks a character gains by virtue of a high base attack bonus when using the full attack action; see pages 22 and 143 in the Player's Handbook.
Light, One-Handed, and Two-Handed Weapons: A measure of just how much effort it takes to wield a weapon in combat.
A light weapon is small and handy enough to wield very easily in one hand -- even a creature's off hand (see below). Light weapons are particularly useful when fighting with a weapon in each hand. They're also convenient when you're grappling or otherwise restricted in your movements (such as when a big monster has swallowed you whole).
A one-handed weapon is small enough to wield in one hand, but not so easily wielded as a light weapon. A one-handed weapon is bigger than a light weapon and has sufficient length and heft to allow you to use both hands to wield it and possibly deal some extra damage with a successful hit (depending on your Strength score).
A two-handed weapon is simply too big to wield in one hand.
See page 113 in the Player's Handbook for a comprehensive discussion of weapon sizes.
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From page 113 of the Player's Handbook:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is easier to use in one's off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder's Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or one-half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.
An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his or her Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
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Manufactured Weapon: An implement made for attacking in melee or ranged combat; improvised weapons (see page 113 in the Player's Handbook) also use the rules for manufactured weapons.
A manufactured weapon allows a combatant with a high base attack bonus to make iterative attacks when using the full attack action.
Natural Weapon: An appendage or other body part (such as teeth or claws) that a creature can use to attack other creatures or objects. Natural weaponry can deal normal (lethal) damage without recourse to a class feature or feat, such as Improved Unarmed Strike. Creatures fighting with natural weapons do not gain iterative attacks from a high base attack bonus when using the full attack action.
A creature could have fighting appendages that are not natural weapons. For example, a human's fists are not natural weapons. A human fighting with her fists is considered unarmed and she deals nonlethal damage with her attacks. A class feature or a feat such as Improved Unarmed Strike allows a human to function as though armed with a manufactured weapon.
Off Hand, Off-Hand Weapon: Any humanoid or biped with only two hands (or similar appendages) always has one hand that proves slightly less effective in combat. Attacks with the off hand take a -4 penalty on the attack roll (see page 311 in the Player's Handbook) and only half the character's Strength bonus (rounded down) applies to damage from the attack. Fighting with a weapon in each hand brings even bigger penalties.
When a character fights with a weapon in each hand, the weapon held in the off hand is called the off-hand weapon.
Primary Hand, Primary Weapon: A character's stronger and more dexterous hand. Attacks with the primary hand gain the character's full Strength bonus on damage rolls. When a character fights with two weapons, the weapon held in the primary hand is called the primary weapon. Attacks with a primary weapon in a two-weapon attack take a penalty on the attack roll because attacking with two weapons at once proves very tricky.
Two-Handed Fighting Basics
This series deals mainly with rules for humanoid characters with two arms and two legs who fight with manufactured weapons.
The rules offer characters wishing to fight with both hands three options as noted below:
• Using one weapon in two hands.
When you wield a weapon big enough to use in two hands, you gain 1-1/2 times your Strength bonus on damage rolls from your attack. You can perform this trick with either a one-handed weapon or a two-handed weapon, but not with a light weapon (see page 113 in the Player's Handbook).
This option usually prevents you from using a shield (more about that in Part Three) and that limits your Armor Class. It allows you to deal considerable damage with each hit, however, especially if you have a high Strength score.
Other than the Armor Class hit, there aren't any real drawbacks to fighting with a weapon in both hands (though it's tough to do so while climbing a wall). Keep in mind, however, that fractions round down in the D&D game (see page 304 in the Player's Handbook). To get the most out of fighting with a weapon in two hands, you need a Strength score of at least 14 (+2 Strength bonus).
• Using a weapon in each hand.
This option requires you to use two weapons, both of which you can wield in one hand (but read on). It's usually best to use a light weapon in your off hand, but not necessary. You can use an unarmed strike as either your primary or secondary weapon.
When fighting with two weapons, you gain one extra attack with your off-hand weapon when you use the full attack action. If you have a high base attack bonus, you gain iterative attacks only with your primary weapon.
When using a weapon in each hand, you usually can't use a shield, which hurts your Armor Class. In addition, you take an attack penalty on attacks you make with your primary hand and (generally) a bigger attack penalty for your off hand. The exact penalties depend on what feats you have and which two weapons you're using; see page 160 in the Player's Handbook. Parts Two and Three also examine two-weapon fighting in detail.
You get your full Strength bonus on damage rolls for your primary weapon and half your Strength bonus on damage rolls with your off-hand weapon. Other damage bonuses or extra damage, such as from the Weapon Specialization feat or a class feature such as sneak attack, applies in full to both the primary and the off hand.
• Using a double weapon.
Some weapons have two business ends. When you use both ends of a double weapon, you fight exactly as though you're wielding a one-handed weapon in your primary hand and a light weapon in your off hand -- think of a double weapon as having a primary end and an off-hand end. Most double weapons require an exotic weapon proficiency, but the extra investment can prove worthwhile; see Part Three.
Rules of the Game Two-Handed Fighting (Part Two)
Melee Fighting with Two Weapons
As noted in Part One, you must use the full attack action to attack with two weapons at once; if you use the attack action, you can attack only once despite the number of weapons you wield. You also need a weapon or two, though you can use unarmed strikes as your "weapons" in a two-weapon attack (see page 160 in the Player's Handbook).
Also as noted Part One, attacking with two weapons also imposes a penalty on your attack rolls. Fighting this way is quite difficult, and without special training, you don't have much chance for success. The Two-Weapon Fighting feat eases the penalties quite a bit, and using a light weapon in your off hand helps, too. Table 8-10 in the Player's Handbook shows the attack penalties for various sorts of two-weapon attacks. The table is reproduced here, along with a few notes and comments.
Circumstances | Primary Hand | Off Hand |
Normal penalties | -6 | -10 |
Off-hand weapon is light | -4 | -8 |
Two-Weapon Fighting feat | -4 | -4 |
Off-hand weapon is light and Two-Weapon Fighting feat | -2 | -2 |
Attack Penalties: When you use the full attack action to attack with two weapons, you can make your primary and off-hand attacks in any order -- though most people attack with the primary hand first.
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From page 143 of the Player's Handbook:
Full AttackIf you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon (see Two-Weapon Fighting under Special Attacks, page 160), or for some special reason (such as a feat or a magic item), you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.
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You do not have to choose between the attack and full attack actions until after you have made your first attack on your turn (see page 143 in the Player's Handbook). However, if you intend to attack with two weapons during your action, you must take the correct penalty for each attack or give up your opportunity to use your second weapon (because the rules require you to take a penalty on attacks you make with both your primary and off hands). For example, suppose you hold a longsword in your primary hand and carry a lit torch in your off hand. It's reasonable to assume the torch is a light weapon, albeit an improvised weapon. You don't have the Two-Weapon Fighting feat, but being able to see in the torchlight is more important to you than a shield right now.
If something leaps out at you and you decide to hack at it with your sword, you could also try to whack it with your torch (perhaps the foe seems slightly flammable, or perhaps you suspect you're facing a regenerating monster). You can make your attack roll with your longsword and observe the result before deciding between an attack or a full attack, but you must take a -4 attack penalty on that primary hand attack to preserve your option to attack with the torch. In this situation it would be entirely reasonable for the DM to make you take the -4 attack penalty before you see your first attack's result (because it speeds play); however that's not strictly necessary. The DM might allow you to see the result before deciding to attack with the torch. If that is so and you decide to try an attack with the torch, your DM must recalculate the result of your sword attack, taking the primary weapon penalty into account. (I don't recommend this option, but it fits the letter of the rules.)
Even if you decide to take the penalty, you don't have to attack with the torch, or even use the full attack action. If you decide to attack with the torch, you make a single attack with the torch and you'll take a -8 penalty for the off-hand attack and an additional - 4 penalty for the improvised weapon (see page 113 in the Player's Handbook), for a total penalty of -12.
Once you take a two-weapon fighting penalty, the penalty applies to all the attacks you make with that hand during your current action. It does not apply to attacks you make during some other character's turn. For example, say your torch-wielding swordfighter from the previous example has a base attack bonus of +10. With the full attack action, the character could make two attacks with the sword: one at +10 and the other at +5.
If you opt to throw in an off-hand attack with the torch, the -4 penalty for your primary hand applies to both attacks, dropping your attack bonus to +6 (10-4 = 6) and +1 (5-4 = 1). When you attack with the torch, you make only a single attack (because the two-weapon fighting option allows you only one extra attack) at -2 (you use your full attack bonus for the single attack, so that's 10 -8 for an off-hand attack with a light weapon and an additional -4 for the improvised weapon).
Some attack penalties you voluntarily assume, such as the penalty for defensive fighting (see pages 140 and 143 in the Player's Handbook), apply until your next turn, but two weapon penalties are not one of them.
If, after you made two-weapon attacks with your sword and torch, a foe later provokes an attack of opportunity from you that same round, you can strike that foe with your longsword with no two-weapon penalty at all. (You also can use just the torch, also with no two-weapon penalty, though you still take the -4 penalty for an off-hand attack; you also still take the -4 penalty for an improvised weapon for a total penalty of -8.)
Light Weapons: Refer to Table 7-5 in the Player's Handbook to determine if a weapon is light. If you're using a weapon from a book other than the Player's Handbook, refer to the tables (or weapon description) provided in that book to determine if a weapon is light. Remember that an unarmed strike is considered a light weapon and that the off-hand end of a double weapon also is considered a light weapon.
Ability Modifiers in Two-Weapon Melee Fighting
The text in the previous section ignores any ability modifiers that apply to your melee attacks. Your Strength modifier applies to any melee attack roll you make, even to attacks with an off-hand weapon. Your damage bonus (if any) from Strength is always halved for your off hand whether your off-hand weapon is light or one-handed (see page 113 in the Player's Handbook).
If you use the Weapon Finesse feat when attacking with two weapons in melee, your Dexterity modifier applies to attacks you make with any weapon that can receive it (a light weapon, or a rapier, whip, or spiked chain; see the feat description). If you're using one weapon that can receive the Dexterity modifier and one that cannot, use your Strength modifier to resolve your attack (or attacks) with the latter weapon.
When using the Weapon Finesse feat (see page 102 in the Player's Handbook), the armor check penalty from any shield you carry applies to your attack rolls. This doesn't present a problem when you're fighting with two weapons unless you happen to be using a weapon that also has an armor check penalty, such as a spiked shield. If so, the armor check penalty applies to any attack you make with the Weapon Finesse feat.
For example, if you carry a rapier and a spiked masterwork heavy steel shield, you would use your Dexterity modifier for attacks with the rapier and you'd take a -1 penalty for the shield's armor check penalty (-2 reduced to -1 because it's masterwork). If you attack with both the rapier and the spiked heavy steel shield, you'd use your Strength modifier to resolve the shield attack (because the shield is a one-handed weapon and cannot receive your Dexterity modifier) and its armor check penalty would not apply because you aren't using it with Weapon Finesse. Your rapier attack would be resolved as noted previously and both weapons would receive additional attack penalties for being your primary or off-hand weapon in a two-weapon attack.
Ranged Fighting with Two Weapons
Attacks with two thrown weapons work just as noted for melee weapons, except that you use your Dexterity modifier to resolve ranged attacks. You still use your Strength modifier for damage rolls (but only half your Strength bonus for damage rolls with your off-hand weapon).
Ranged weapons you don't throw use most of the rules for two-weapon fighting; however, the Two-Weapon Fighting feat and related feats don't apply to ranged weapons that aren't thrown. Because most ranged weapons that aren't thrown are two-handed weapons, this isn't a big deal. Crossbows, however, can be fired (but not reloaded) with one hand. The crossbow weapon descriptions in Chapter 7 of the Player's Handbook cover shooting the two crossbows. Here's a summary:
Hand Crossbow: Treat a hand crossbow as a light weapon in a two-weapon attack.
Light Crossbow: Treat a light crossbow as a light weapon in a two-weapon attack; you also take a -2 attack penalty when firing a light crossbow one-handed. If you were shooting a light crossbow with each hand you'd have a -6 penalty with your primary hand and a -10 penalty with your off hand. A light crossbow is a light weapon, so the basic penalty is -4 for your primary hand and -8 for your off hand, and you must add the -2 penalty for one-handed shooting on top of that.
Heavy Crossbow: Treat a heavy crossbow as a one-handed weapon in a two-weapon attack; you also take a -4 attack penalty when firing a heavy crossbow one-handed. If you were shooting a heavy crossbow with each hand, you'd have a -10 penalty with your primary hand and a -14 penalty with your off hand. A heavy crossbow is a one-handed weapon, so the basic penalty is -6 for your primary hand and -10 for your off hand, and you must add the -4 penalty for one-handed shooting on top of that.
Repeating Crossbow: Use the rules for the crossbow's size. Even when the repeating crossbow's magazine holds bolts, you must use two hands to reload it.
Slings
You can fire, but not reload, a sling with one hand. You can't use a sling as part of a two-weapon attack.
Rules of the Game Two-Handed Fighting (Part Three)
Fighting with a Double Weapon
As noted in Part One, a double weapon has a striking, cutting, or piercing implement at each end. When creating a masterwork or magical double weapon, you need to pay the appropriate costs for each end of the weapon.
Many people work very hard at making double weapons complex and difficult to use in play. There's no need to agonize over a double weapon, however. In combat, you can use just one end of a double weapon or both ends. If you choose to use both ends, you resolve the attacks exactly as if you were using a one-handed weapon and a light weapon. (One of the examples in the following sections uses a double weapon.)
If you choose to use only one end of a double weapon, you get to choose which end to use (though some double weapons have identical game statistics). No matter which end you choose, you wield the double weapon in two hands and you gain 1-1/2 times your Strength bonus on damage from a hit. This feature makes double weapons particularly useful. You can employ both ends when you can use the full attack action. When you're limited to the attack action (such as when you must use a move action to get within melee reach of your foe), you can use just one end and wield the weapon in two hands for a little extra damage.
Two-Weapon Fighting Examples
The concepts presented so far in this series ought to become clear with the following examples.
Fighting with Two One-Handed Weapons: Alcantar is a 7th-level human fighter with a Strength score of 16, the Two-Weapon Fighting feat, the Weapon Focus (longsword) feat, and the Weapon Specialization (longsword) feat.
Alcantar has a base attack bonus of +7, a Strength bonus of +3, and two longswords, one with +2 enhancement and one masterwork.
If Alcantar chooses to fight with both longswords, he takes a -4 penalty for both his primary and off hands (see Table 8-10 on page 160 in the Player's Handbook). With the full attack action, he'll get two attacks with his primary hand (thanks to his +7 base attack bonus) and one attack with his off hand. If he uses the +2 longsword in his primary hand, the following bonuses and penalties apply to attacks with primary hand: +3 Strength, +2 enhancement, +1 weapon focus, -4 two-weapon fighting. The base attack bonus for the two attacks will be +7/+2. Alcantar gets his full +3 damage bonus from Strength for hits with his primary hand.
If Alcantar uses the masterwork longsword in his off hand, the following bonuses and penalties apply to attacks with the off hand: +3 Strength, +1 masterwork, +1 weapon focus, -4 two-weapon fighting. The base attack bonus for the single attack will be +7, and Alcantar gets only half of the +3 damage bonus (rounds down to +1) from Strength for hits with his off hand.
The table below shows the attack and damage bonuses for Alcantar's two-weapon attacks:
Attacks and Bonus Damage*
Primary hand +9/+4 1d8+7
Off hand +8 1d8+3
*The damage bonus for the weapon in the primary hand is +3 Strength, +2 enhancement, and +2 weapon specialization. The damage bonus for the weapon in the off hand is +1 Strength (1/2 of +3) and +2 weapon specialization.
Fighting with a One-Handed Weapon and a Light Weapon: Let's suppose Alcantar has the same ability scores and feats as in the previous example, but he decides to use a masterwork short sword in his off hand rather than a masterwork longsword.
Alcantar takes a -2 penalty for both his primary and off hands. With the full attack action, he'll get two attacks with the longsword in his primary hand and the following bonuses and penalties apply: +3 Strength, +2 enhancement, +1 weapon focus, -2 two-weapon fighting. The base attack bonus for the two attacks will be +7/+2.
With the masterwork short sword in his off hand, the following bonuses and penalties apply: +3 Strength, +1 masterwork, -2 two-weapon fighting. The base attack bonus for the single attack will be +7.
The table below shows the attack and damage bonuses for Alcantar's two-weapon attacks:
Attacks and Bonus Damage*
Primary hand +11/+6 1d8+7
Off hand +9 1d6+1
*The damage bonus for the weapon in the primary hand is +3 Strength, +2 enhancement, and +2 weapon specialization. The damage bonus for the weapon in the off hand is +1 Strength (1/2 of +3).
Fighting with a Double Weapon: Now let's suppose Alcantar has the same ability scores as in the first example and the following feats: Two-Weapon Fighting, Exotic Weapon Proficiency (two-bladed sword), Weapon Focus (two-bladed sword), and Weapon Specialization (two-bladed sword).
Let's also assume that Alcantar has a two-bladed sword that has one end with a +2 enhancement bonus and one end that's just masterwork. The bonuses and penalties when Alcantar attacks with both ends of the two-bladed sword are mostly the same as in the previous example, except that Alcantar gain the benefits of his Weapon Focus and Weapon Specialization for both ends of the weapon. The two-bladed sword also deals a little more damage, as shown below:
Attacks and Bonus Damage*
Primary hand +11/+6 1d8+7
Off hand +10 1d8+3
*The damage bonus for the double weapon's primary end is +3 Strength, +2 enhancement, +2 weapon specialization. The damage bonus for the double weapon's off-hand end is +1 Strength (1/2 of +3) and +2 weapon specialization.
Two-Weapon Fighting Miscellany
Here are a few thoughts on some additional topics related to two-handed fighting.
Ways to Maintain Armor Class
One of the biggest drawbacks to fighting with both hands is the Armor Class hit you take for giving up a shield. You can compensate for that in several ways.
Using an Animated Shield: The animated shield property is fairly expensive (equivalent to increasing the enhancement bonus by +2), but it frees up both your hands while you still get the Armor Class bonus from the shield. Unfortunately, you also get any penalties associated with the shield, included the armor check penalty that applies to attacks you make in conjunction with the Weapon Finesse feat.
Using a Buckler: You can wear a buckler strapped to your forearm and use that arm to wield a weapon. That arm could
wield your off-hand weapon or you can use it to wield a two-handed weapon. You take a -1 penalty on attacks you make with the arm where you have the buckler (even if it's just one of two hands you use to wield a two-handed weapon).
If you attack with the arm bearing the buckler, you don't get the Armor Class bonus from the buckler, but at least you gain the shield bonus when you aren't attacking. You lose the shield bonus from the time you declare the attack with your buckler arm. You don't regain the shield bonus until the beginning of your next turn.
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From page 124 of the Player's Handbook:
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so because of the extra weight on your arm. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don't get the buckler's AC bonus for the rest of the round.You can't bash someone with a buckler.
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Using a Shield Bash: You can use a light or heavy shield (with or without a shield spike) as an off-hand weapon in a two-weapon attack. A heavy shield counts as a one-handed weapon. A light shield counts as a light weapon. As with a buckler, you lose the shield's armor bonus when you make an attack with it. The Improved Shield Bash feat, however, allows you to retain the shield's Armor Class bonus while you bash with it.
Using the Two-Weapon Defense Feat: This feat gives you a +1 shield bonus to your Armor Class when you wield two weapons or a double weapon. You need only hold the weapons or double weapon to gain the shield bonus. If you're fighting defensively or using the total defense action, the shield bonus from the feat increases to +2.
Using the Advanced Two-Weapon Fighting Feats
The Improved Two-Weapon Fighting and Greater Two-Weapon Fighting feats allow you extra attacks with your off-hand.
Improved Two-Weapon Fighting gets you one extra off-hand attack at a -5 penalty.
Greater Two-Weapon Fighting gets you a third extra off-hand attack at a -10 penalty. Here's an example of these two feats in action:
Let's assume our buddy Alcantar is now an 11th-level human fighter with a Strength score of 16, and the following feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (two-bladed sword), and Weapon Specialization (two-bladed sword).
Let's also assume Alcantar has a two-bladed sword with a +2 enhancement bonus at each end.
Alcantar has a base attack bonus of +11 and a Strength bonus of +3.
If Alcantar chooses to fight with both ends of his two-bladed sword, he takes a -2 penalty for both the primary and off-hand ends. With the full attack action, he'll get three attacks with the primary end thanks to his +11 base attack bonus (+11/+6/+1), plus three with the off-hand end as well (also +11/+6/+1). Thanks to his equipment and feats, the following bonuses and penalties apply to both hands: +3 Strength, +2 enhancement, +1 weapon focus, -2 two-weapon fighting. The table shows the attacks and damage:
Attacks and Bonus Damage*
Primary hand +15/+10/+5 1d8+7
Off hand +15/+10/+5 1d8+5
*The damage bonuses for the primary end are +3 Strength, +2 enhancement, and +2 weapon specialization. The damage bonuses for the off-hand end are +1 Strength (1/2 of +3), +2 enhancement, and +2 weapon specialization.
In Conclusion
That wraps up our look at two-weapon fighting. Hopefully you have an easier time untangling any situations involving two-handed combatants and have a few ideas regarding the use of these rules for your character.
About the Author
Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for many years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson and on the new edition of the Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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