Simple fix: any use of Light, nick, or dual features prohibits the use of a shield, and possibly any non-light weapon in either hand.
As mentioned, the Thri-kreen can use a shield with two weapons. This is because they have 4 arms. The secondary arms can only wield Light weapons. Your house rule prevents that race from doing something with four hands because you don't like that other races can do it with 2 hands. You can house rule what you want at your table, but you are complaining about one logical problem and your fix creates the exact same issue, just mirrored.
Dual Wielder only requires one Light Weapon. If you attack with a Light Weapon during an Attack action, Dual Wielder allows you to then follow up with any melee weapon that does not have the two-handed property. Your house rule also nerfs Dual Wielder from its intended function of allowing you to make one attack as a Bonus Action. You are cutting out:
Battleaxe
Flail
Javelin
Longsword
Mace
Morning Star
Psychic Blade (If you are a Soul Knife)
Quarterstaff
Rapier
Spear
Trident
War Pick
Warhammer
Whip
Yklwa
Rapier and Main Gauche (Dagger I guess?) was a common two-weapon dueling combination. While it is strange to model it with leading with the off hand weapon (main gauche means "left hand" and was wielded in the off hand), it is still a valid combo in the RAW that your house rule changes for ... reasons?
Dont forget: Bonus action cast hunters mark at the start to add 1d6 for each attack....
Are you casting a spell with your Bonus Action or attacking? You can't combine Dual Wielder with Hex or Hunter's Mark, at least not on turn 1. Either way, you're shifting the goal posts. This is a conversation Two-weapon Fighting with a shield. Dual Wielder is relevant. Hex and Hunters Mark are not.
Let me see if I understand your RAW interpretation.
Only using a single hand. If I do not swap out any weapons I get a single attack.
But if I was to swap out a weapon, I now get two attacks.
Is that what RAW states?
You ask this like it is some trick question but it really isn't. Yes it is strange that they don't require you to wield the weapons simultaneously but as it stands neither Light or Dual Wielder does.
We should also remember that the player making that "single attack" you mention gets to use a weapon with a bigger damage die and still gets to pick a weapon mastery, a fighting style feat and a general feat to augment that single attack (or give them other benefits).
Simple fix: any use of Light, nick, or dual features prohibits the use of a shield, and possibly any non-light weapon in either hand.
I go with a requirement that for any light/nick/dual attack to trigger the additional attack you must be holding a one-handed weapon in another hand during the triggering attack. Holding a versatile weapon is fine.
The player is then free to pull whatever weapon swap shenanigans to maximise damage/mastery effect output they want, but the underlying intent of a multi-way fighting style is maintained.
You could maybe just get rid of the nick property. Then the light attack stays on the bonus action and dual wielding doesnt stack another atgack in there.
Then the dual wielder feat becomes trash. You also hurt rogues who want to use light weapons by taking away their cunning action.
You also make the light weapon fighters drop behind the heavy weapon fighters, who are all using big weapons and Great Weapon Mastery. And probably the pole arm master fighters.
The reference fighter for light/nick/DW is not the feat-less sword and shield fighters. It's the other fighters who are building for damage. The sword-and-shield fighter is presumably building for something else, or just doesn't care. (Or there's another feat I'm forgetting, which is possible. Dueling helps them some, but I believe they do lag behind.) TWF isn't overpowered, unless you consider any focussed fighting style build overpowered.
But it's not easy to change things without knock-on effects like that. (Similarly, trying to ban using the light/nick/DW complex one-handed is an unnecessary nerf to anybody trying to do a throwing build.)
Now, you can still do it, and nobody except your players can stop you, but it's not the clean fix to the supposed problem you're making it out to be.
Almost every player I've ever seen using a sword and board style does it for the fantasy of playing the classic heroic archetype. Sometimes they use a spear. For extra sucking. LOL.
Apart from the look of it, there isn't really a defined archetype for what a sword and board fighter actually does, and dueling is also supposed to subsume the even more mechanically challenged fantasy archetype of a one-handed sword duelist that doesn't wield a weapon in the off hand, but also doesn't use a shield.
Having said that, the fantasy of just rapidly swapping weapons during a fight for no discernible reason just doesn't exist, so this is purely an optimizer's sort of thing, and hashing out agreements on the level of optimization in a game is just a thing you do in Session Zero. Most reasonable optimizers who can see the level of efficacy the rest of the team is bringing can tone it down or try their hand at optimizing a particularly challenging premise (see: one-handed duelist) instead of blowing out encounters on their own and ruining the table for everyone.
Doing it this way is cleaner and clearer than messing with the Light or the Nick property, IMO. Most people simply won't try to do this anyway, and most reasonable optimizers can be made to not do it if it's obviously going to be disruptive. Moreover, it allows a bit of flex in that you can just allow folks who are lagging behind a bit to play this trick for a bit with a wink and a nudge just until you can do something a bit more permanent to square things off. It really depends on the table and the dynamics of the group.
The Mastery properties and the Light and Nick rules are in enough places in the ruleset that I personally don't want to meddle with it too much. As mentioned, the amount of damage gained is kind of meh anyway. It just looks kinda stupid.
Lets assune a ability modifier of 18 at level 5. Thats a +4 damage bump per hit. Will do all calculations at level 5, assuming feat is used for dual wielding or polearm master. Damage is max possible. Multiply by roughly 70% for average dmg per turn. Polerm master adds 1d4+4=6 dmg.
Light/nick/2wf/dual: Scimitars use a d6 × 4 attacks = 30 dmg. Shield, but only because shenanigans.
Single weapon, not light: d8 * 2 attacks =17 dmg + pam = 23. Shield is standard.
Heavy/2 handed: d10 * 2 attacks = 19 dmg plus pam = 25dmg. Shield is impossible.
Light/nick/2wf/dual gives the highest damage per turn, AND lets you use a shield AND gives you 4 attacks per turn, so you are more likely to get at least one hit per turn (which is good for a rogue and sneak attack, or someone just wanting to force a spellcaster to fail a concentration save, by forcing them to make losts of saves.) Someone tell me why play any other combination?
Whoever came up with this really screwed up.
The idea should be you have to make tradeoffs in your character design. You want max damage, you cant carry a shield. You want a shield, you gotta accept lower damage per round. You want plate armor, you have to max str and dump dex meaning you go last ik initiative most times and your DEX saves suck.
But this magic combo? You get the best of everything. You get more dpr than any other weapon combo build. You still get a shield. You can even wear plate. Imagine a plate armored paladin, with a shield, rocking an ac of 20 or higher, rolls up on the scene and somehow hot swaps 4 dagger attacks per turn, doing the most damage of anyone on the field, and gets a high charisma so they hog all the time when the party interacts with npcs. Throw in a gd 2 level warlock dip for the best ranged attack in game, and you are literally the best at evergthing. Highest dpr. Highest ac. Best ranged attack. And best talker.
Why would you play literally anything else?
For the roleplay opportunities??? Yeah, thats what mister thri-kreen all say. They power game every stat, and say its just what they felt like roleplaying today.
The power creep in dnd is gonzo right now. The rules should force tradeoffs, wanna be good in one thing, you gotta be bad at something else. But light/nick/2wf/dual is the best at everything it has a slider knob on. Its got game balance completely whacked
If sword and board had the best ac (as the only one that can carry shield) and less damage, and then you could go heavy or light for more damagr, but no shield, that might force at least a little bit of a tradeoff. But between heavy and light, heavy should do more damage, so light/nick weapons shouldnt do more than 1d4 weapon dmg. More attacks means things like hunters mark starts piling up fast, so gotta keep the initial dmg lower. And light usually means low str and high dex, and high dex is better thsn high str cause dex improves your initiative and dex saves which happen a lot.
This light/dual nonsense is like someone from sales ignored decades of game design advances and just said "now this one goes to 11".
This isn't quite correct. The DPR estimate as standardized seems on the up and up, but the only difference between what's going on here and what a standard TWF would have achieved is AC. So a standard TWF estimate here is higher, regardless. You're just really talking about +2 AC.
Damage estimates are off because you're not accounting for Mastery properties on the other weapons. Putting Graze on the Reach weapon makes up the damage difference, and you have a Reach Advantage. You could also take Great Weapon Master instead of PAM at level 5. You get +3 per attack, so the damage goes up the same as with PAM, but you get to use your Bonus Action more freely, which is a fairly substantial advantage, on top of Reach.
Battle Axe on the One Handed Weapon allows you to Prone your opponents, and that advantage is difficult to quantify mathematically. You could also get Sap and force nearby opponents to make their next attack with Disadvantage, which is a great defensive option. Both of these would nerf the damage calc a bit, as Duelist only adds +4, not +6. I am not sure how we're using PAM with a d8 on a sword and board build, because the only weapons that can be wielded like that and accept PAM are quarterstaff and spear, and they're both d6 damage.
That's why sheathing a weapon should actually be an action (like doffing a shield), since scabbards don't come with funnels.
Nah, having to lose a round of doing things just because your target switches range or similar was really boring in the 2014 rules. The changes to drawing/stowing weapons are an improvement. The issues that people have in this thread comes not from switching weapons but from them screwing up and not requiring dual wielding play styles to actually dual wield the weapons like it used to.
Its correct in that light/nick/2wf/dual wins any comparison cause it gets shields and works with dex and then adding in any per-hit features like huntrrs mark or barbarian rage damage just keeps scaling the difference in damage.
If you add graze, then heavy weapons catch up in damage, but still dont have shields. Which is the focus of the thread.
But also heavy weqpons arent finesse, so you have to max STR, meaning DEX isnt as great, maybe 14 and medium armor or 8 and heavy armor. And then you roll worse in initiative and have worse dex saves than the nick/light/2wf/dual combo that is also finesse and probably dex based.
"You're just really talking about +2 AC."
Again, ir is the point of the thread
It is? But you're skewing the comparison to make it worse. Like, everything you said about the situation would be just as true without this interaction. The TWF guy's AC would just be 2 AC worse. That's it. That doesn't mean no one would do anything else. For one thing, this idea is frickin' stupid and no one but optimizers would enjoy that. Other kinds of players would hate this with such a passion that even if they knew about it, they just wouldn't do it on principle, even if the DM allowed it. It's not true that there wouldn't be a reason to play anything else.
You don't need to walk with a Shield and a Shortsword equipped all day since you can;
Equip Shortsword [Free Item Interaction]
Attack with Shortsword and unequip Shortsword [Attack Action]
Equip Scimitar and attack with Scimitar [Nick Mastery]
Attack with Scimitar [Dual Wielder]
That's why sheathing a weapon should actually be an action (like doffing a shield), since scabbards don't come with funnels.
I disagree that it should be an action to unequip a weapon and think its fine with the Utilize action, your Free Item Interaction or an attack with the Attack action.
I disagree that it should be an action to unequip a weapon and think its fine with the Utilize action, your Free Item Interaction or an attack with the Attack action.
You can disagree, but have you ever sheathed a blade yourself? The only way how to unequip a weapon as a free action, or part as of an attack action should be to simply drop it.
:"Thri-kreen can use a shield with two weapons. This is because they have 4 arms."
Yes. And everyone who wants to play one, wants it strictly for the roleplay...
Yes. People play thri-kreen because they want to play telepathic bug people. Four arms is part of their deal, just like elves get some freebie magic spells, and humans get a free feat. If they're playing a thri-kreen who's quad-wielding two scimitars, a rapier, and a shield, is that because they're munchkining, or because "swashbuckling mantis pirate" sounded like a cool idea to them? (To be fair, it totallyis a cool idea. I have a heavily-aquatic campaign idea on the back burner and I'm now sad because thri-kreen pirates just don't fit the rest of the world.)
Will people choose species and feats because they enable a specific thing? Sometimes, but it's at least as often going to be "I have this cool-but-janky barbarian/warlock idea, and I need to be a variant human to get the stats up", rather than "if I play a thri-kreen, I can be slightly more effective in combat."
The D&D you talk about, where players are trying to exploit the rules for every mechanical advantage, and the DM must take steps to stop them, well, I'm not going to say it doesn't exist at all, but it's very far out of the norm. Your average D&D player not only is not going to change their character idea to get the most plusses, they would never think of going to the work to figure out what the most plusses are. It's the world of character optimizers, which is a real hobby that people enjoy, but it has little to do with how people, probably including most of the optimizers, actually play. (But if a group wants to go all-out on the character optimization, more power to them. Their fun is not my fun, but their fun is ok.)
Lets assune a ability modifier of 18 at level 5. Thats a +4 damage bump per hit. Will do all calculations at level 5, assuming feat is used for dual wielding or polearm master. Damage is max possible. Multiply by roughly 70% for average dmg per turn. Polerm master adds 1d4+4=6 dmg.
Light/nick/2wf/dual: Scimitars use a d6 × 4 attacks = 30 dmg. Shield, but only because shenanigans.
Single weapon, not light: d8 * 2 attacks =17 dmg + pam = 23. Shield is standard.
Heavy/2 handed: d10 * 2 attacks = 19 dmg plus pam = 25dmg. Shield is impossible.
Light/nick/2wf/dual gives the highest damage per turn, AND lets you use a shield AND gives you 4 attacks per turn, so you are more likely to get at least one hit per turn (which is good for a rogue and sneak attack, or someone just wanting to force a spellcaster to fail a concentration save, by forcing them to make losts of saves.) Someone tell me why play any other combination?
Whoever came up with this really screwed up.
If you're going to try arguing by DPR between different fighting styles, the necessary calculations get a lot more complex. Hit percentage matters when Graze weapons enter the fray. Critical chance has to be factored in once your dice change. Etc. And, of course, you shouldn't be comparing a well-chosen light/nick setup with a less-optimal other weapon setup. (Not to mention the hard-to-calculate intangibles. What's the advantage of reach weapons worth? What about archery? And so on, and so forth.)
And yes, I can't be bothered, but I've seen the calculations done by the people who can be, and the damage numbers are pretty close. Light is not the clear winner. It may not even be the leader. (But, of course, these things aren't consistent across all levels. IIRC, it edges out the others at some points, but not consistently.)
I don't think this is intended, but as far as I know, there's no rule about having to hold the weapon for a light attack in your other hand, so from my understanding of RAW, you could do this:
Begin with shield and light weapon (say scimitar with nick)
1. Do your main attack
2. Stow your scimitar as a part of that attack
3. Draw, say, a shortsword as a part of the nick attack
4. Attack with the shortsword as a part of the same attack
You don't even need nick, as you can use you Free Object Interaction to draw the weapon, or get Dual Wielder and use that feat's extra weapon stowing, and if you have dual wieldeer you could get 4 attacks at level 5, or 3 attacks at level 4, all with a shield, right?
This feels unintended and a bit overpowered to me, but it could be done, right? Am I missing something?
As far as we can tell, it's intended, or at least the general weapon swapping rules are intended, and this is one consequence of it. And IMO it's not that big a deal, power-wise.
Except for the dual-wielder thing. That lets you draw two, or stow two, but not one of each, which limits your options.
You don't need the dual welder feat. (The feat would be one reason I'd argue against the common and more likely interpretation for drawing/showing weapons)
At least not for drawing/stowing weapons. That portion of the feat doesn't provide a benefit other than letting you draw/stow two weapons at once. But you can draw/stow a weapon with each attack.
I would have to refer you to build libraries done by our very own Treantmonk and Colby post 2024. They don't just do a bit of basic math at level 5. They putting together full builds and statting them up from level 1 to 20. It is true that a TWF Ranger or Dex Paladin or Fighter does extremely well at Tier 1 and early Tier 2. It's not a clear winner, though, and adding +2 AC doesn't do anything for your DPR.
I would have to refer you to build libraries done by our very own Treantmonk and Colby post 2024. They don't just do a bit of basic math at level 5. They putting together full builds and statting them up from level 1 to 20. It is true that a TWF Ranger or Dex Paladin or Fighter does extremely well at Tier 1 and early Tier 2. It's not a clear winner, though, and adding +2 AC doesn't do anything for your DPR.
It does mean that everyone should dual wield and use a shield or use a two handed weapon.
It eliminates any reason to use a single sword/shield.
I would have to refer you to build libraries done by our very own Treantmonk and Colby post 2024. They don't just do a bit of basic math at level 5. They putting together full builds and statting them up from level 1 to 20. It is true that a TWF Ranger or Dex Paladin or Fighter does extremely well at Tier 1 and early Tier 2. It's not a clear winner, though, and adding +2 AC doesn't do anything for your DPR.
It does mean that everyone should dual wield and use a shield or use a two handed weapon.
It eliminates any reason to use a single sword/shield.
I will refer you to what I said earlier. The first is that not everyone is an optimizer. So that alone gives plenty of people reason not to do this. Because it looks and plays stupid.
But really, this IS a sword and shield build. You have a shield and you're just swapping swords. It directly competes with TWF builds where you wield one weapon in each hand.
Ladies and gentlemen, this just in. AC has no effect on dpr, so everyone is getting an AC of 22 because it has no effect on DPR...
Jeebus. In a discussion about game BALANCE, I dont even know what else to say to this.
Well, in this particular discussion, you might want to say what the valuation of defense to offense is or something to that effect. This was notably absent when you put in Nick to make a case for TWF being broken, but didn't mock up similar advantages for competing options. Honestly, I really don't this weapon swapping meta going on at virtually any table I'm seeing or playing on. In fact, this specific thread is the first time I've ever seen anyone seriously advocating for this to be played anywhere, let alone saying that no one would play anything else. Literally, everyone I'm seeing is playing everything else EXCEPT for this.
So you might want to characterize this loophole as exploitable, messy, sloppy, or mildly advantageous. It is absolutely not the mad TWF meta we saw in 2e.
Complaint light/nick/2wf/dual ... "eliminates any reason to use a single sword/shield."
Counter argument: "not everyone is an optimizer"
Hahahahahaha so it IS completely unbalanced as a BUILD, but your argument is it doesnt unbalance the GAME because not everyone will use it?
Maybe a lot of players dont use it because they see it as game breaking? At level 4 you do 3 attacks when anyone who isnt a power gamer is doing 1 attack. And you do the most dpr, have a great ac, have a high initiative bonus, and great dex saves.
As dm theres no way i see that as anything but game breaking. And even the people defending it, are basically defending it with things making me think more and more of "but its what my character would do".
I haven't seen anyone here saying they would do this weapon-swapping nonsense as something their character would do, or even as some kind of iconic fantasy archetype. It's just silly, and I'd just ban it on any table where I'm DM just on that basis. It's the wrong vibe.
I DID NOT even say that it doesn't unbalance the game. Please reread what I've been saying.
I said there are reasons people would choose not to play this, even if they were aware of it.
And frankly, apart from modestly boosting the AC of TWFing builds, it's not game breaking. This ain't Conjure Minor Elementals, friend, and some folks even argue that the original version of that spell also wasn't broken.
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You forgot Conjure Minor Elementals for +2d8 damage. =D
So the fact that Dual Wielder explicitly allows for a non-Light weapon is also too much? Seems quite harsh tbh.
Rapier and Main Gauche (Dagger I guess?) was a common two-weapon dueling combination. While it is strange to model it with leading with the off hand weapon (main gauche means "left hand" and was wielded in the off hand), it is still a valid combo in the RAW that your house rule changes for ... reasons?
Know the rules before you change them.
Are you casting a spell with your Bonus Action or attacking? You can't combine Dual Wielder with Hex or Hunter's Mark, at least not on turn 1. Either way, you're shifting the goal posts. This is a conversation Two-weapon Fighting with a shield. Dual Wielder is relevant. Hex and Hunters Mark are not.
How to add Tooltips.
My houserulings.
You ask this like it is some trick question but it really isn't. Yes it is strange that they don't require you to wield the weapons simultaneously but as it stands neither Light or Dual Wielder does.
We should also remember that the player making that "single attack" you mention gets to use a weapon with a bigger damage die and still gets to pick a weapon mastery, a fighting style feat and a general feat to augment that single attack (or give them other benefits).
I go with a requirement that for any light/nick/dual attack to trigger the additional attack you must be holding a one-handed weapon in another hand during the triggering attack. Holding a versatile weapon is fine.
The player is then free to pull whatever weapon swap shenanigans to maximise damage/mastery effect output they want, but the underlying intent of a multi-way fighting style is maintained.
Then the dual wielder feat becomes trash. You also hurt rogues who want to use light weapons by taking away their cunning action.
You also make the light weapon fighters drop behind the heavy weapon fighters, who are all using big weapons and Great Weapon Mastery. And probably the pole arm master fighters.
The reference fighter for light/nick/DW is not the feat-less sword and shield fighters. It's the other fighters who are building for damage. The sword-and-shield fighter is presumably building for something else, or just doesn't care. (Or there's another feat I'm forgetting, which is possible. Dueling helps them some, but I believe they do lag behind.) TWF isn't overpowered, unless you consider any focussed fighting style build overpowered.
But it's not easy to change things without knock-on effects like that. (Similarly, trying to ban using the light/nick/DW complex one-handed is an unnecessary nerf to anybody trying to do a throwing build.)
Now, you can still do it, and nobody except your players can stop you, but it's not the clean fix to the supposed problem you're making it out to be.
Almost every player I've ever seen using a sword and board style does it for the fantasy of playing the classic heroic archetype. Sometimes they use a spear. For extra sucking. LOL.
Apart from the look of it, there isn't really a defined archetype for what a sword and board fighter actually does, and dueling is also supposed to subsume the even more mechanically challenged fantasy archetype of a one-handed sword duelist that doesn't wield a weapon in the off hand, but also doesn't use a shield.
Having said that, the fantasy of just rapidly swapping weapons during a fight for no discernible reason just doesn't exist, so this is purely an optimizer's sort of thing, and hashing out agreements on the level of optimization in a game is just a thing you do in Session Zero. Most reasonable optimizers who can see the level of efficacy the rest of the team is bringing can tone it down or try their hand at optimizing a particularly challenging premise (see: one-handed duelist) instead of blowing out encounters on their own and ruining the table for everyone.
Doing it this way is cleaner and clearer than messing with the Light or the Nick property, IMO. Most people simply won't try to do this anyway, and most reasonable optimizers can be made to not do it if it's obviously going to be disruptive. Moreover, it allows a bit of flex in that you can just allow folks who are lagging behind a bit to play this trick for a bit with a wink and a nudge just until you can do something a bit more permanent to square things off. It really depends on the table and the dynamics of the group.
The Mastery properties and the Light and Nick rules are in enough places in the ruleset that I personally don't want to meddle with it too much. As mentioned, the amount of damage gained is kind of meh anyway. It just looks kinda stupid.
This isn't quite correct. The DPR estimate as standardized seems on the up and up, but the only difference between what's going on here and what a standard TWF would have achieved is AC. So a standard TWF estimate here is higher, regardless. You're just really talking about +2 AC.
Damage estimates are off because you're not accounting for Mastery properties on the other weapons. Putting Graze on the Reach weapon makes up the damage difference, and you have a Reach Advantage. You could also take Great Weapon Master instead of PAM at level 5. You get +3 per attack, so the damage goes up the same as with PAM, but you get to use your Bonus Action more freely, which is a fairly substantial advantage, on top of Reach.
Battle Axe on the One Handed Weapon allows you to Prone your opponents, and that advantage is difficult to quantify mathematically. You could also get Sap and force nearby opponents to make their next attack with Disadvantage, which is a great defensive option. Both of these would nerf the damage calc a bit, as Duelist only adds +4, not +6. I am not sure how we're using PAM with a d8 on a sword and board build, because the only weapons that can be wielded like that and accept PAM are quarterstaff and spear, and they're both d6 damage.
That's why sheathing a weapon should actually be an action (like doffing a shield), since scabbards don't come with funnels.
Nah, having to lose a round of doing things just because your target switches range or similar was really boring in the 2014 rules. The changes to drawing/stowing weapons are an improvement. The issues that people have in this thread comes not from switching weapons but from them screwing up and not requiring dual wielding play styles to actually dual wield the weapons like it used to.
It is? But you're skewing the comparison to make it worse. Like, everything you said about the situation would be just as true without this interaction. The TWF guy's AC would just be 2 AC worse. That's it. That doesn't mean no one would do anything else. For one thing, this idea is frickin' stupid and no one but optimizers would enjoy that. Other kinds of players would hate this with such a passion that even if they knew about it, they just wouldn't do it on principle, even if the DM allowed it. It's not true that there wouldn't be a reason to play anything else.
I disagree that it should be an action to unequip a weapon and think its fine with the Utilize action, your Free Item Interaction or an attack with the Attack action.
You can disagree, but have you ever sheathed a blade yourself? The only way how to unequip a weapon as a free action, or part as of an attack action should be to simply drop it.
Rules Aren’t Physics. The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&D, let alone the real world.
Yes. People play thri-kreen because they want to play telepathic bug people. Four arms is part of their deal, just like elves get some freebie magic spells, and humans get a free feat. If they're playing a thri-kreen who's quad-wielding two scimitars, a rapier, and a shield, is that because they're munchkining, or because "swashbuckling mantis pirate" sounded like a cool idea to them? (To be fair, it totally is a cool idea. I have a heavily-aquatic campaign idea on the back burner and I'm now sad because thri-kreen pirates just don't fit the rest of the world.)
Will people choose species and feats because they enable a specific thing? Sometimes, but it's at least as often going to be "I have this cool-but-janky barbarian/warlock idea, and I need to be a variant human to get the stats up", rather than "if I play a thri-kreen, I can be slightly more effective in combat."
The D&D you talk about, where players are trying to exploit the rules for every mechanical advantage, and the DM must take steps to stop them, well, I'm not going to say it doesn't exist at all, but it's very far out of the norm. Your average D&D player not only is not going to change their character idea to get the most plusses, they would never think of going to the work to figure out what the most plusses are. It's the world of character optimizers, which is a real hobby that people enjoy, but it has little to do with how people, probably including most of the optimizers, actually play. (But if a group wants to go all-out on the character optimization, more power to them. Their fun is not my fun, but their fun is ok.)
If you're going to try arguing by DPR between different fighting styles, the necessary calculations get a lot more complex. Hit percentage matters when Graze weapons enter the fray. Critical chance has to be factored in once your dice change. Etc. And, of course, you shouldn't be comparing a well-chosen light/nick setup with a less-optimal other weapon setup. (Not to mention the hard-to-calculate intangibles. What's the advantage of reach weapons worth? What about archery? And so on, and so forth.)
And yes, I can't be bothered, but I've seen the calculations done by the people who can be, and the damage numbers are pretty close. Light is not the clear winner. It may not even be the leader. (But, of course, these things aren't consistent across all levels. IIRC, it edges out the others at some points, but not consistently.)
You don't need the dual welder feat. (The feat would be one reason I'd argue against the common and more likely interpretation for drawing/showing weapons)
At least not for drawing/stowing weapons. That portion of the feat doesn't provide a benefit other than letting you draw/stow two weapons at once. But you can draw/stow a weapon with each attack.
I would have to refer you to build libraries done by our very own Treantmonk and Colby post 2024. They don't just do a bit of basic math at level 5. They putting together full builds and statting them up from level 1 to 20. It is true that a TWF Ranger or Dex Paladin or Fighter does extremely well at Tier 1 and early Tier 2. It's not a clear winner, though, and adding +2 AC doesn't do anything for your DPR.
It does mean that everyone should dual wield and use a shield or use a two handed weapon.
It eliminates any reason to use a single sword/shield.
I will refer you to what I said earlier. The first is that not everyone is an optimizer. So that alone gives plenty of people reason not to do this. Because it looks and plays stupid.
But really, this IS a sword and shield build. You have a shield and you're just swapping swords. It directly competes with TWF builds where you wield one weapon in each hand.
Well, in this particular discussion, you might want to say what the valuation of defense to offense is or something to that effect. This was notably absent when you put in Nick to make a case for TWF being broken, but didn't mock up similar advantages for competing options. Honestly, I really don't this weapon swapping meta going on at virtually any table I'm seeing or playing on. In fact, this specific thread is the first time I've ever seen anyone seriously advocating for this to be played anywhere, let alone saying that no one would play anything else. Literally, everyone I'm seeing is playing everything else EXCEPT for this.
So you might want to characterize this loophole as exploitable, messy, sloppy, or mildly advantageous. It is absolutely not the mad TWF meta we saw in 2e.
I haven't seen anyone here saying they would do this weapon-swapping nonsense as something their character would do, or even as some kind of iconic fantasy archetype. It's just silly, and I'd just ban it on any table where I'm DM just on that basis. It's the wrong vibe.
I DID NOT even say that it doesn't unbalance the game. Please reread what I've been saying.
I said there are reasons people would choose not to play this, even if they were aware of it.
And frankly, apart from modestly boosting the AC of TWFing builds, it's not game breaking. This ain't Conjure Minor Elementals, friend, and some folks even argue that the original version of that spell also wasn't broken.