I noticed that two-weapon fighting can only be used with melee weapons. But it would be cool if you could dual-wield pistols, wouldn't it? I don't understand the point of restricting TWF to melee weapons. Couldn't you dual-wield hand crossbows, even without Crossbow Expert. If a weapon is light enough to be wielded with one hand and quickly drawn, you should be able to apply TWF with those weapons. I really don't like having to take a feat to dual wield ranged weapons. I would appreciate if you could dual-wield one-handed ranged weapons using the same rules as TWF with melee weapons. You would still be unable to add your ability modifier to the damage roll. This idea would open up a more diverse spectrum of character concepts, and would prevent players from being restricted by RAW. I understand that's why Firearm Specialist and Crossbow Expert exist, but do we really need to take a feat just to utilize a default character ability with a different type of weapon? Weapons in 5e generally shouldn't affect a character's "build" and power level. Weapons are part of fleshing out a character concept.
What are your thoughts on this new concept?
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
In general I would say (did not vote) that some 2 weapon combs would need different feats to accomplish and maybe have some other requirements as well. In general I would have no problems in a firearms game having a unique feat to deal with 2 firearms in combat but I would not lump it in with 2 wep fighting.
Ranged weapons already have the advantage of being ranged. They don't need another free attack, especially since unlike melee, ranged fighters don't need to worry about a shield. There is also the issue of ever non-magical ranged weapon at least requiring a second hand to re/load it.
Maybe, maybe there could be a feat or subclass that specializes in it. Maybe.
One-handed ranged weapons generally have the ammunition property. The ammunition property states that you require a free hand to load a one-handed ranged weapon. If both of your hands are occupied, then you can only fire the weapons once. The only exceptions to this would be a more modern weapon that can fire multiple rounds before reloading or a magic one that does not require ammunition at all. Unless you're playing in a more modern setting, only an Artificer could accomplish this without the DM's assistance by using the Repeating Shot infusion and only if they get a second one from another Artificer. Given how unlikely these scenarios are in generic D&D, this is why such a restriction likely exists.
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Definitely agree, there needs to be a way to address this while still maintaining balance. Though the only way I can see this being done effectively involves having one of those weapons ignore loading and ammunition properties (Repeating Shot Infusion). A quick draw/stow option packaged in a feat or fighting style that grants you the ability to both stow and draw a single one handed firearm in the same turn would be my vote - they could even categorize the ranged weapons you are able to do this with as Finesse. Thus freeing up a hand to reload the non magical weapon like my character I talk about below.
I'm new to DnD and still grasping the basics but trying to dual wield (not to mention ranged dual wield) effectively without homebrew while also following RAW requires a ridiculous amount of mental gymnastics. It really should not be this difficult to draw/sheath/stow two weapons, especially considering that the end result of allowing such a thing would not make an OP build IMO. Also, it seems many people that want to accomplish this do so because of the cool factor and are not really looking to create the best possible character statistically. Also, the fact that the one handed crossbow and the pistol only have a 30 foot effective range doesn't do a whole lot for me in terms of "ranged advantage". Yes, this can be extended with Sharpshooter but that's just another thing you have to dump into your build just to make it serviceable. Seems like if we have to take multiple feats and fighting styles to efficiently dual wield there should be some type of pay-off, or at least we shouldn't be nitpicked to death about drawing or holstering a 3 pound, one handed weapon.... I mean, they went so far as to not categorize a 3 pound pistol as "light" even though there is no advantage to giving it that property since it's not melee...
This is what I'm playing now as my first character - I want a Gunslinger build but I'd prefer to stay away from Homebrew.
Fighter/Artificer. DM is allowing the Renaissance Firearms found in the DMG. I've infused the pistol with Repeating Shot and infused a hand crossbow in the off hand with Enhanced Weapon (cosmetically skinning the hand crossbow as an additional, weaker, pistol). Being a LVL 3 character (1 Fighter/2 Artificer) I've taken the Crossbow expert feat for the bonus action and also the Archery fight style. The only real problem for now is juggling action economy to reload the crossbow with a free hand and not being able to draw/holster both weapons simultaneously (which I believe will be fixed with the Dual Wielder feat I will take at LVL 4 Fighter . Until then I will be missing my bonus action in the initial round of combat if weapons are not already drawn. I'm hoping my interpretation of Dual Wielder is accurate and I would appreciate insight/correction on the following for my situation, please.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Since I am only concerned about drawing and stowing my main pistol during combat to provide a free hand to fulfill the ammunition property of the crossbow is there a way I can use this feat to my advantage to not miss out on attacks mid combat? I would think that I could both stow then draw the same weapon in one turn instead of stowing or drawing both at the same time? Especially considering the PHB states that "you could draw your weapon as part of the same action you use to attack" which falls under "other activity on your turn that require neither your action nor your move".
Or maybe this can be accomplished with both weapons already drawn and stowing the pistol after both attacks thereby starting the next turn with a free hand to "reload" crossbow and then re-draw and attack with pistol followed by bonus attack with a now loaded crossbow? if the latter is possible, then it really only makes dual wielder useful if I have to draw both weapons at the same time at the beginning of combat.
It's ridiculous that they've made something so simple so damn complicated.
There's no practical way to stow your pistol, reload your crossbow, and draw your pistol within the space of 1 turn with only Dual Wielder (and Crossbow Expert somehow) to help you. Here are your real options, since until you hit level 5 there's no legal way to make your pistol+hand crossbow combination useful anyway:
Stop carrying a pistol. Put Repeating Shot on the Hand Crossbow and flavor it as a pair of Hand Crossbows that mechanically behave like 1 Hand Crossbow. Since all this does is nerf you by occupying an otherwise free hand, it's unlikely your DM will object.
Stop carrying a hand crossbow and convince your DM to let you swap Crossbow Expert out and Gunner in. You will not get a Bonus Action attack, so you'll want to figure out a different use for your Bonus Action, like Magic Stone, for example.
Consider replacing your pistol with a musket if you do this, unless you switch to pistol+shield.
Replace the pistol+hand crossbow with a spear infused with Returning Weapon and replace Crossbow Expert with Polearm Master, reflavoring the spear as a gun or guns. Note that if you do this your Action attacks can be thrown, but your Bonus Action attack has to be melee.
The Gunner Feat = Proficiency with firearms, ignore reload requirements, and gets rid of the disadvantage when being within 5ft of an enemy.
You can dual wield any weapon with the Light property.
Also, any weapons that are equipped DO NOT take an action or bonus action to swap weapons. So if I wanted to switch from my sword to my pistols I could. UNLESS i am digging it out of my bag to equip it.
Also you can fire both pistols in one round as the off-hand pistol takes you bonus action.
The Gunner Feat = Proficiency with firearms, ignore reload requirements, and gets rid of the disadvantage when being within 5ft of an enemy.
You can dual wield any weapon with the Light property.
Also, any weapons that are equipped DO NOT take an action or bonus action to swap weapons. So if I wanted to switch from my sword to my pistols I could. UNLESS i am digging it out of my bag to equip it.
Also you can fire both pistols in one round as the off-hand pistol takes you bonus action.
No. Also, plain and simple. Here is the very clear rule on two weapon fighting:
"Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."
The rule very clearly stipulates "light MELEE weapon". A pistol is a ranged weapon and in ineligible for two weapon fighting (despite what was done in BG3 with hand crossbows :) ).
Hm. I thought the Gloomstalker things was precisely this: Having a hand crossbow in either hand, raining limitless pain down on unsuspecting enemies.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Gunner - pulled from the feat list Tasha’s Cauldron of Everything +1 Dexterity, firearms proficiency & ignore loading, no disadvantage at close-range
You have a quick hand and keen eye when employing firearms, granting you the following benefits:Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Fighting Style - pulled from character creation 1 Choice 2nd level: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Light - weapon property . A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons
Dual wielding pistols/flintlocks/revolvers etc works just fine. If my characters main weapon is a Gun (or two) and it fits the rules then it works. Ultimately it is up to the DM.
Things change all the time in this game, notice artificer isn't even a class according to the book you referenced. Also, oddly enough they're putting out 3 whole new books with a ton of updated rules :)
Dual wielding pistols/flintlocks/revolvers etc works just fine. If my characters main weapon is a Gun (or two) and it fits the rules then it works. Ultimately it is up to the DM.
Sure, any DM that want this in his game is of course free to allow it but the current rules does not allow it. And you have two separate issues that stops it working, firstly the only firearm weapon with the "Light" property is the Palm Pistol (Exandria) and then secondly all firearm weapons are ranged weapons. The first can be solved by taking the Dual Wielder feat, the second needs a houserule.
Hm. I thought the Gloomstalker things was precisely this: Having a hand crossbow in either hand, raining limitless pain down on unsuspecting enemies.
Crossbow Expert basically allows you to use a Hand Crossbow for TWF, so you could be thinking of builds that incorporate that.
Actually, crossbow expert doesn't let you use hand crossbows for TWF. It lets you take a bonus action attack using a hand crossbow you are holding. The feat also gets rid of the loading property that would limit a character to one shot if they had the extra attack feature.
Crossbow expert does NOT get rid of the ammunition property of hand crossbows. This means that you need to have a hand free to load the hand crossbow if you want to fire it again. The feat lets you fire one hand crossbow more than once with the attack action AND it gives you an additional bonus action attack with the same hand crossbow but unfortunately it doesn't work when holding two hand crossbows. The bonus action attack is similar to TWF which might have been what you meant but it doesn't work if you are trying to use two hand crossbows at once.
"Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way."
"Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
You ignore the loading property of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding."
Gunner - pulled from the feat list Tasha’s Cauldron of Everything +1 Dexterity, firearms proficiency & ignore loading, no disadvantage at close-range
You have a quick hand and keen eye when employing firearms, granting you the following benefits:Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Fighting Style - pulled from character creation 1 Choice 2nd level: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Light - weapon property . A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons
Dual wielding pistols/flintlocks/revolvers etc works just fine. If my characters main weapon is a Gun (or two) and it fits the rules then it works. Ultimately it is up to the DM.
Things change all the time in this game, notice artificer isn't even a class according to the book you referenced. Also, oddly enough they're putting out 3 whole new books with a ton of updated rules :)
You can certainly hold two guns, one in each hand and if you have multiple attacks in the attack action, you can choose which to fire. However, you do NOT get a bonus action attack with either gun. The Gunner feat does NOT give a bonus action attack like the crossbow expert feat does.
Two weapon fighting is only allowed with light MELEE weapons. The only rule you failed to quote is the one that prevents the TWF bonus action attack with guns. I'll cite it again.
"Two-Weapon Fighting
When you take the Attack action and attack with a lightmelee weaponthat you’re holding in one hand, you can use a bonus action to attack with a different lightmelee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative."
The above is the rule on Two Weapon Fighting that allows you to make a bonus action attack. It ONLY applies to MELEE weapons. Guns are RANGED weapons. The fighting style you cited above applies when you use TWF which you can NOT use with ranged weapons like guns. A DM is welcome to house rule it and allow it if they like but the rules as written do NOT allow the Two Weapon Fighting bonus action attack with ranged weapons. So, RAW, it doesn't work - whether it works in your game is up to your DM.
P.S.
1) Until they release the new books, no one knows whether the revised rules would allow for two weapon fighting with ranged weapons.
2) If they had wanted to allow two weapon fighting with ranged weapons (particularly guns) they could have easily included the needed text allowing a bonus action attack in the Gunner feat from Tasha's the same way they did with Crossbow Expert. They chose NOT to do that.
3) Although new books are published all the time, the rules don't change unless a new rule comes along to update it. It is irrelevant whether artificers were around when the PHB was published, the rules for ranged weapon use haven't changed and if they wanted to make updates they could have easily chosen to do so when Tasha's was published.
The rules are whatever they are ... you want guns to get a bonus action attack from two weapon fighting ... as currently written this is not allowed in the rules but as always a DM can choose to house rule things however they like.
Lmao, so worked up over a game that is constantly evolving and is widely known to have different styles and interpretations for playing. Game has anti-matter rifles and laser pistols in a world primarily made up for swords and magic.. but yeah lets get hung up on the details of a book that is a decade old and was never revised for the new classes and weapons that were introduced after it was written.
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I noticed that two-weapon fighting can only be used with melee weapons. But it would be cool if you could dual-wield pistols, wouldn't it? I don't understand the point of restricting TWF to melee weapons. Couldn't you dual-wield hand crossbows, even without Crossbow Expert. If a weapon is light enough to be wielded with one hand and quickly drawn, you should be able to apply TWF with those weapons. I really don't like having to take a feat to dual wield ranged weapons. I would appreciate if you could dual-wield one-handed ranged weapons using the same rules as TWF with melee weapons. You would still be unable to add your ability modifier to the damage roll. This idea would open up a more diverse spectrum of character concepts, and would prevent players from being restricted by RAW. I understand that's why Firearm Specialist and Crossbow Expert exist, but do we really need to take a feat just to utilize a default character ability with a different type of weapon? Weapons in 5e generally shouldn't affect a character's "build" and power level. Weapons are part of fleshing out a character concept.
What are your thoughts on this new concept?
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
In general I would say (did not vote) that some 2 weapon combs would need different feats to accomplish and maybe have some other requirements as well. In general I would have no problems in a firearms game having a unique feat to deal with 2 firearms in combat but I would not lump it in with 2 wep fighting.
Ranged weapons already have the advantage of being ranged. They don't need another free attack, especially since unlike melee, ranged fighters don't need to worry about a shield. There is also the issue of ever non-magical ranged weapon at least requiring a second hand to re/load it.
Maybe, maybe there could be a feat or subclass that specializes in it. Maybe.
One-handed ranged weapons generally have the ammunition property. The ammunition property states that you require a free hand to load a one-handed ranged weapon. If both of your hands are occupied, then you can only fire the weapons once. The only exceptions to this would be a more modern weapon that can fire multiple rounds before reloading or a magic one that does not require ammunition at all. Unless you're playing in a more modern setting, only an Artificer could accomplish this without the DM's assistance by using the Repeating Shot infusion and only if they get a second one from another Artificer. Given how unlikely these scenarios are in generic D&D, this is why such a restriction likely exists.
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I vote disagree. My thoughts on the concept is that it's cool visually though it is DM dependant for it to work smoothly.
Definitely agree, there needs to be a way to address this while still maintaining balance. Though the only way I can see this being done effectively involves having one of those weapons ignore loading and ammunition properties (Repeating Shot Infusion). A quick draw/stow option packaged in a feat or fighting style that grants you the ability to both stow and draw a single one handed firearm in the same turn would be my vote - they could even categorize the ranged weapons you are able to do this with as Finesse. Thus freeing up a hand to reload the non magical weapon like my character I talk about below.
I'm new to DnD and still grasping the basics but trying to dual wield (not to mention ranged dual wield) effectively without homebrew while also following RAW requires a ridiculous amount of mental gymnastics. It really should not be this difficult to draw/sheath/stow two weapons, especially considering that the end result of allowing such a thing would not make an OP build IMO. Also, it seems many people that want to accomplish this do so because of the cool factor and are not really looking to create the best possible character statistically. Also, the fact that the one handed crossbow and the pistol only have a 30 foot effective range doesn't do a whole lot for me in terms of "ranged advantage". Yes, this can be extended with Sharpshooter but that's just another thing you have to dump into your build just to make it serviceable. Seems like if we have to take multiple feats and fighting styles to efficiently dual wield there should be some type of pay-off, or at least we shouldn't be nitpicked to death about drawing or holstering a 3 pound, one handed weapon.... I mean, they went so far as to not categorize a 3 pound pistol as "light" even though there is no advantage to giving it that property since it's not melee...
This is what I'm playing now as my first character - I want a Gunslinger build but I'd prefer to stay away from Homebrew.
Fighter/Artificer. DM is allowing the Renaissance Firearms found in the DMG. I've infused the pistol with Repeating Shot and infused a hand crossbow in the off hand with Enhanced Weapon (cosmetically skinning the hand crossbow as an additional, weaker, pistol). Being a LVL 3 character (1 Fighter/2 Artificer) I've taken the Crossbow expert feat for the bonus action and also the Archery fight style. The only real problem for now is juggling action economy to reload the crossbow with a free hand and not being able to draw/holster both weapons simultaneously (which I believe will be fixed with the Dual Wielder feat I will take at LVL 4 Fighter . Until then I will be missing my bonus action in the initial round of combat if weapons are not already drawn. I'm hoping my interpretation of Dual Wielder is accurate and I would appreciate insight/correction on the following for my situation, please.
Since I am only concerned about drawing and stowing my main pistol during combat to provide a free hand to fulfill the ammunition property of the crossbow is there a way I can use this feat to my advantage to not miss out on attacks mid combat? I would think that I could both stow then draw the same weapon in one turn instead of stowing or drawing both at the same time? Especially considering the PHB states that "you could draw your weapon as part of the same action you use to attack" which falls under "other activity on your turn that require neither your action nor your move".
Or maybe this can be accomplished with both weapons already drawn and stowing the pistol after both attacks thereby starting the next turn with a free hand to "reload" crossbow and then re-draw and attack with pistol followed by bonus attack with a now loaded crossbow? if the latter is possible, then it really only makes dual wielder useful if I have to draw both weapons at the same time at the beginning of combat.
It's ridiculous that they've made something so simple so damn complicated.
There's no practical way to stow your pistol, reload your crossbow, and draw your pistol within the space of 1 turn with only Dual Wielder (and Crossbow Expert somehow) to help you. Here are your real options, since until you hit level 5 there's no legal way to make your pistol+hand crossbow combination useful anyway:
Plain and simple.
The Gunner Feat = Proficiency with firearms, ignore reload requirements, and gets rid of the disadvantage when being within 5ft of an enemy.
You can dual wield any weapon with the Light property.
Also, any weapons that are equipped DO NOT take an action or bonus action to swap weapons. So if I wanted to switch from my sword to my pistols I could. UNLESS i am digging it out of my bag to equip it.
Also you can fire both pistols in one round as the off-hand pistol takes you bonus action.
No. Also, plain and simple. Here is the very clear rule on two weapon fighting:
"Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."
The rule very clearly stipulates "light MELEE weapon". A pistol is a ranged weapon and in ineligible for two weapon fighting (despite what was done in BG3 with hand crossbows :) ).
Hm. I thought the Gloomstalker things was precisely this: Having a hand crossbow in either hand, raining limitless pain down on unsuspecting enemies.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Gunner - pulled from the feat list
Tasha’s Cauldron of Everything
+1 Dexterity, firearms proficiency & ignore loading, no disadvantage at close-range
You have a quick hand and keen eye when employing firearms, granting you the following benefits:Increase your Dexterity score by 1, to a maximum of 20.
Fighting Style - pulled from character creation
1 Choice
2nd level: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Light - weapon property
. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons
Dual wielding pistols/flintlocks/revolvers etc works just fine. If my characters main weapon is a Gun (or two) and it fits the rules then it works.
Ultimately it is up to the DM.
Things change all the time in this game, notice artificer isn't even a class according to the book you referenced. Also, oddly enough they're putting out 3 whole new books with a ton of updated rules :)
.
Crossbow Expert basically allows you to use a Hand Crossbow for TWF, so you could be thinking of builds that incorporate that.
Sure, any DM that want this in his game is of course free to allow it but the current rules does not allow it.
And you have two separate issues that stops it working, firstly the only firearm weapon with the "Light" property is the Palm Pistol (Exandria) and then secondly all firearm weapons are ranged weapons. The first can be solved by taking the Dual Wielder feat, the second needs a houserule.
Actually, crossbow expert doesn't let you use hand crossbows for TWF. It lets you take a bonus action attack using a hand crossbow you are holding. The feat also gets rid of the loading property that would limit a character to one shot if they had the extra attack feature.
Crossbow expert does NOT get rid of the ammunition property of hand crossbows. This means that you need to have a hand free to load the hand crossbow if you want to fire it again. The feat lets you fire one hand crossbow more than once with the attack action AND it gives you an additional bonus action attack with the same hand crossbow but unfortunately it doesn't work when holding two hand crossbows. The bonus action attack is similar to TWF which might have been what you meant but it doesn't work if you are trying to use two hand crossbows at once.
"Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way."
"Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
You can certainly hold two guns, one in each hand and if you have multiple attacks in the attack action, you can choose which to fire. However, you do NOT get a bonus action attack with either gun. The Gunner feat does NOT give a bonus action attack like the crossbow expert feat does.
Two weapon fighting is only allowed with light MELEE weapons. The only rule you failed to quote is the one that prevents the TWF bonus action attack with guns. I'll cite it again.
"Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative."
The above is the rule on Two Weapon Fighting that allows you to make a bonus action attack. It ONLY applies to MELEE weapons. Guns are RANGED weapons. The fighting style you cited above applies when you use TWF which you can NOT use with ranged weapons like guns. A DM is welcome to house rule it and allow it if they like but the rules as written do NOT allow the Two Weapon Fighting bonus action attack with ranged weapons. So, RAW, it doesn't work - whether it works in your game is up to your DM.
P.S.
1) Until they release the new books, no one knows whether the revised rules would allow for two weapon fighting with ranged weapons.
2) If they had wanted to allow two weapon fighting with ranged weapons (particularly guns) they could have easily included the needed text allowing a bonus action attack in the Gunner feat from Tasha's the same way they did with Crossbow Expert. They chose NOT to do that.
3) Although new books are published all the time, the rules don't change unless a new rule comes along to update it. It is irrelevant whether artificers were around when the PHB was published, the rules for ranged weapon use haven't changed and if they wanted to make updates they could have easily chosen to do so when Tasha's was published.
The rules are whatever they are ... you want guns to get a bonus action attack from two weapon fighting ... as currently written this is not allowed in the rules but as always a DM can choose to house rule things however they like.
Lmao, so worked up over a game that is constantly evolving and is widely known to have different styles and interpretations for playing. Game has anti-matter rifles and laser pistols in a world primarily made up for swords and magic.. but yeah lets get hung up on the details of a book that is a decade old and was never revised for the new classes and weapons that were introduced after it was written.