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That’s a bummer since I am of the few that prefers to whack things with a really big object vs. Basically, I really can’t see Two-Handed weapons being viable, just a different flavor. That would violate the rules and deviate from the topic altogether. Of course there is the obvious reason for that, but I won’t get into that at all. a Two-Handed weapon even if it did less damage. Plus through out most games, more people would prefer to use 2 One-Handed weapons vs. Make the Two-Handed weapon more viable and those that prefer 2 One-Handed weapons will get upset and complain. Many games, even computer games, struggle with this. The only thing a Two-Handed weapon has going for it is the Role Playing factor of smashing something with a really big object. Depending on the rules, if using weapon speed, those 2 One-Handed weapons could strike before the Two-Handed weapon. 1D8 + 1D4 has more potential to do more damage than 1D10 and it’s faster. a 1D8 and in most cases it’s slower too? Plus I can only use one? Most players would say NO THANKS.ĭepending on rules, when using 2 One-Handed weapons, usually the second one (the off-hand so to speak) will do less damage (usually 50% less).
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If speed is a factor, obviously the One-Handed weapon will be faster. Think of the Dungeons and Dragons with a Two-Handed Sword doing a 1d10 and a One-Handed Sword doing a 1D8. Utility slot can be given other purposes easily such as commanding pets or followers so it wouldn’t feel like a hollow concept. My second idea is adding a seventh or utility slot and introduce charged skills for 2-h staves and introduce 1-h quarter staves (ranged weaponry, think them as wands but can be used by multiple classes).Įach staff can roll with a charged skill of an off-class or even monsters’ for limited amount of uses. So class based 2-handed melees (barbs and 'saders) must be excluded from this rule if this were to apply to mitigate this effect up to a point. While I have trust in this approach, this increased ChC% addition will come with Crusaders having access to more damage at the cost of one passive. Only edge 2-h melee weapons have over a one hander is 23% more damage per hit but this can be negated easily with increased attack speed of one hander or dual wield.
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Compared to other options, 2-handed melee weapons either lose from ChC% by lacking an off-hand (except 'saders passive) and lacking ChD% compared to dual wield. Ranged 2h weapons are okay and DHs can easily carry a quiver with them, no problem. My go-to is always adding increased crit chance affix to the pool of 2-handed melee weapons.
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