Honestly, I agree... a Mastiff is about as useful as a pony. It has a few other features (the keen senses, and its default attack knocks creatures prone), but the differences really don't amount to much once you get past the absolute earliest levels. Once you reach a point where 25gp is a casual investment, it won't make much difference whether you've got a mastiff, a pony, or just a crab you keep in your pocket to throw at someone's face. Still, I think on top of having a few key features, it's generally just easier to RP dog stuff, since the average person knows more what it's like to have a dog companion.
I did find that out, that the dual wield uses the bonus action, but many DM's bend that rule since the DPS falls off so much if you dont. I have seen some DM's just make the change that is does not use the bonus action and is simply a double attack, with he off hand attack having no bonus damage on it and just being a 1d6 roll (no strenght mod added) and this is because if you dont do this the damage falls so low that at that point you are better off using a one handed weapon with a shield and that is just stupid. The point of a dual wielder is to be an all in damage dealer who is ready ti dish out as much as he takes and just duke it out and that is why i want it.
So i plan to ask my DM if he is ok with that small rule change since the dual wield feat is so weak with out it that its not even fun to play.
I did find that out, that the dual wield uses the bonus action, but many DM's bend that rule since the DPS falls off so much if you dont. I have seen some DM's just make the change that is does not use the bonus action and is simply a double attack, with he off hand attack having no bonus damage on it and just being a 1d6 roll (no strenght mod added) and this is because if you dont do this the damage falls so low that at that point you are better off using a one handed weapon with a shield and that is just stupid. The point of a dual wielder is to be an all in damage dealer who is ready ti dish out as much as he takes and just duke it out and that is why i want it.
So i plan to ask my DM if he is ok with that small rule change since the dual wield feat is so weak with out it that its not even fun to play.
Do they? I've never heard of a DM treating two-weapon fighting as just an extra attack in the attack action. If you take the Two-Weapon Fighting Style as a Fighter, you can add your STR mod in damage to your Off-Hand Attack... Add in the Dual Wielder feat and you can use any one-handed weapon. So if you take both the feat and the fighting style there's no loss in damage... but I think giving you two attacks from level 1 and also a bonus action every round would be too generous. Two-Weapon Fighting is hard to take full advantage of, since you basically need both a feat and a fighting style to make it as good as someone would want it to be. But if you have both now you're dealing as much damage as a 5th level fighter... giving you that kind of damage output at zero cost in action economy would be wild.
I did find that out, that the dual wield uses the bonus action, but many DM's bend that rule since the DPS falls off so much if you dont. I have seen some DM's just make the change that is does not use the bonus action and is simply a double attack, with he off hand attack having no bonus damage on it and just being a 1d6 roll (no strenght mod added) and this is because if you dont do this the damage falls so low that at that point you are better off using a one handed weapon with a shield and that is just stupid. The point of a dual wielder is to be an all in damage dealer who is ready ti dish out as much as he takes and just duke it out and that is why i want it.
So i plan to ask my DM if he is ok with that small rule change since the dual wield feat is so weak with out it that its not even fun to play.
Do they? I've never heard of a DM treating two-weapon fighting as just an extra attack in the attack action. If you take the Two-Weapon Fighting Style as a Fighter, you can add your STR mod in damage to your Off-Hand Attack... Add in the Dual Wielder feat and you can use any one-handed weapon. So if you take both the feat and the fighting style there's no loss in damage... but I think giving you two attacks from level 1 and also a bonus action every round would be too generous. Two-Weapon Fighting is hard to take full advantage of, since you basically need both a feat and a fighting style to make it as good as someone would want it to be. But if you have both now you're dealing as much damage as a 5th level fighter... giving you that kind of damage output at zero cost in action economy would be wild.
Ok cool, by the way i had no clue about the fighting style, so i was under the impression that the only way to use 2 weapons was the dual wield feat and when i was reading about it it seemed weak but it looked so cool and fun, so i started looking around for a solution that would not break the game but still make me useful for the party and not a burden.
We're level 6 and on our 18th session, 25 gp is not pocket change for me honestly. I think I have about 150 gp in total.
That surprises me. In the Starting At Higher Levels section of the DMG it recommends a character starting between 5th and 10th levels should have “500 gp plus 1d10 × 25 gp, normal starting equipment,” so a minimum of 525 gp @ 5th, up to 750 gp. I try to make sure PCs have in excess of that through in-game earnings.
I think some DM's just don't give out a lot of GP for a few reasons. Maybe GP isn't particularly important for the story they're telling. Maybe they want to avoid the trope where players have hundreds of gold to casually throw around. Maybe they just realized there's not really that much to spend gold on without homebrewing in a magic shop or selling the players a ship or something for them to invest in. It's also possible they just don't realize they're not giving out gold as much as would be expected.
I think some DM's just don't give out a lot of GP for a few reasons. Maybe GP isn't particularly important for the story they're telling. Maybe they want to avoid the trope where players have hundreds of gold to casually throw around. Maybe they just realized there's not really that much to spend gold on without homebrewing in a magic shop or selling the players a ship or something for them to invest in. It's also possible they just don't realize they're not giving out gold as much as would be expected.
Yeah, it really depends on the campaign. If you're stuck in Barovia, there probably isn't a lot of treasure floating around, and not many ways to spend it if you did find some. A more mission-oriented, race-against-the-clock kind of game, or one heavier on political intrigue, may not take you to places or have you encounter foes that are just sitting on big piles of loot when you beat them. On the flip side, a pirate campaign could have your ship's hold swollen with booty really quickly and make even the DMG-suggested values look quaint
There are a lot of options beyond the old school "run the dungeon, use the treasure to upgrade gear to run tougher dungeons" campaign style
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
To post a comment, please login or register a new account.
Honestly, I agree... a Mastiff is about as useful as a pony. It has a few other features (the keen senses, and its default attack knocks creatures prone), but the differences really don't amount to much once you get past the absolute earliest levels. Once you reach a point where 25gp is a casual investment, it won't make much difference whether you've got a mastiff, a pony, or just a crab you keep in your pocket to throw at someone's face. Still, I think on top of having a few key features, it's generally just easier to RP dog stuff, since the average person knows more what it's like to have a dog companion.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I did find that out, that the dual wield uses the bonus action, but many DM's bend that rule since the DPS falls off so much if you dont. I have seen some DM's just make the change that is does not use the bonus action and is simply a double attack, with he off hand attack having no bonus damage on it and just being a 1d6 roll (no strenght mod added) and this is because if you dont do this the damage falls so low that at that point you are better off using a one handed weapon with a shield and that is just stupid. The point of a dual wielder is to be an all in damage dealer who is ready ti dish out as much as he takes and just duke it out and that is why i want it.
So i plan to ask my DM if he is ok with that small rule change since the dual wield feat is so weak with out it that its not even fun to play.
Oh and by the way its so funny who one person just said "Buy a dog" and this entire thread just turned into a pet feud game show xD
I learned almost nothing about my character or class but boy im an expert on DnD economics and pet trade hahahahahahahah
Do they? I've never heard of a DM treating two-weapon fighting as just an extra attack in the attack action. If you take the Two-Weapon Fighting Style as a Fighter, you can add your STR mod in damage to your Off-Hand Attack... Add in the Dual Wielder feat and you can use any one-handed weapon. So if you take both the feat and the fighting style there's no loss in damage... but I think giving you two attacks from level 1 and also a bonus action every round would be too generous. Two-Weapon Fighting is hard to take full advantage of, since you basically need both a feat and a fighting style to make it as good as someone would want it to be. But if you have both now you're dealing as much damage as a 5th level fighter... giving you that kind of damage output at zero cost in action economy would be wild.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
https://www.youtube.com/watch?v=L4cZg83EOtM&t=351s
This guy explained it really well, its also worth to mention i will be starting at level 5 so it wont be as OP as it would on level 1.
Ok cool, by the way i had no clue about the fighting style, so i was under the impression that the only way to use 2 weapons was the dual wield feat and when i was reading about it it seemed weak but it looked so cool and fun, so i started looking around for a solution that would not break the game but still make me useful for the party and not a burden.
We're level 6 and on our 18th session, 25 gp is not pocket change for me honestly. I think I have about 150 gp in total.
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
That surprises me. In the Starting At Higher Levels section of the DMG it recommends a character starting between 5th and 10th levels should have “500 gp plus 1d10 × 25 gp, normal starting equipment,” so a minimum of 525 gp @ 5th, up to 750 gp. I try to make sure PCs have in excess of that through in-game earnings.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I think some DM's just don't give out a lot of GP for a few reasons. Maybe GP isn't particularly important for the story they're telling. Maybe they want to avoid the trope where players have hundreds of gold to casually throw around. Maybe they just realized there's not really that much to spend gold on without homebrewing in a magic shop or selling the players a ship or something for them to invest in. It's also possible they just don't realize they're not giving out gold as much as would be expected.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yeah, it really depends on the campaign. If you're stuck in Barovia, there probably isn't a lot of treasure floating around, and not many ways to spend it if you did find some. A more mission-oriented, race-against-the-clock kind of game, or one heavier on political intrigue, may not take you to places or have you encounter foes that are just sitting on big piles of loot when you beat them. On the flip side, a pirate campaign could have your ship's hold swollen with booty really quickly and make even the DMG-suggested values look quaint
There are a lot of options beyond the old school "run the dungeon, use the treasure to upgrade gear to run tougher dungeons" campaign style
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)