The introduction of the Nick and Vex properties seem to have greatly improved builds that Dual Wield. Though now those build have to use a Scimitar as it's the only 1d6 Light weapon with the Nick weapon mastery, and you also want to use it alongside a weapon with Vex. So no dual hand axes or dual scimitars for you if you want to be optimal.
But, the DPR of the 3 main offensive melee weapon builds is looking much better. Let's compare the DPR at Level 16 and assume we don't get the GWM bonus action attack and don't have any magic weapons or damage bonuses like Spirit Shroud.
1. Greatsword with GWM (2 attacks) --> 26.30
2. Glaive with GWM and PAM (3 attacks) --> 30.95 (GWM does not affect the bonus action attack)
3. Scimitar and Shortsword with Dual Wielder and Two-Weapon Fighting Style (4 attacks) --> 27.00 (Advantage on 2 attacks due to Vex)
So Polearms are still dominant (Especially the Glaive because it has Graze like the Greatsword) but the difference between the other 2 options has become a lot smaller. However this balance is completely ruined if the player has at least 11 levels in Fighter and gets a 3rd attack with their action. The numbers then become:
1. 39.45
2. 43.05
3. 32.70
IF you wanted to fix the weapon imbalance for the Fighter (and now Warlock) as the DM how would you do it? I understand some people think the balance is fine as is, but that's not the question so don't just respond with "it's fine, shut up". I want to fix it, and I'm asking for ideas.
Well if your trying to normalize the damage without funky mechanics that take up more time each round I would do a flat double Dex mod to damage on finesse weapons and call it a day. It simple to add in D&D Beyond and is static except when the player gets a stat bump so its easy to factor in to your overall encounter balance.
Double Attack stat so dex or str depending on the character. The longer I do this the more and more I look for the simplest answer that does not take up extra game time and can be easily programed in to D&DB
IF you wanted to fix the weapon imbalance for the Fighter (and now Warlock) as the DM how would you do it? I understand some people think the balance is fine as is, but that's not the question so don't just respond with "it's fine, shut up". I want to fix it, and I'm asking for ideas.
Change GWM extra damage back to applying only once per turn like it was in the UA, and remove the BA attack from the PAM feat. Polearms should do less damage because they have Reach which reduces the risk of using them and make it easier to be able to get into range with enemies compared to weapons that require you to be within 5ft of the enemy.
The introduction of the Nick and Vex properties seem to have greatly improved builds that Dual Wield. Though now those build have to use a Scimitar as it's the only 1d6 Light weapon with the Nick weapon mastery, and you also want to use it alongside a weapon with Vex. So no dual hand axes or dual scimitars for you if you want to be optimal.
But, the DPR of the 3 main offensive melee weapon builds is looking much better. Let's compare the DPR at Level 16 and assume we don't get the GWM bonus action attack and don't have any magic weapons or damage bonuses like Spirit Shroud.
1. Greatsword with GWM (2 attacks) --> 26.30
2. Glaive with GWM and PAM (3 attacks) --> 30.95 (GWM does not affect the bonus action attack)
3. Scimitar and Shortsword with Dual Wielder and Two-Weapon Fighting Style (4 attacks) --> 27.00 (Advantage on 2 attacks due to Vex)
So Polearms are still dominant (Especially the Glaive because it has Graze like the Greatsword) but the difference between the other 2 options has become a lot smaller. However this balance is completely ruined if the player has at least 11 levels in Fighter and gets a 3rd attack with their action. The numbers then become:
1. 39.45
2. 43.05
3. 32.70
IF you wanted to fix the weapon imbalance for the Fighter (and now Warlock) as the DM how would you do it? I understand some people think the balance is fine as is, but that's not the question so don't just respond with "it's fine, shut up". I want to fix it, and I'm asking for ideas.
Well if your trying to normalize the damage without funky mechanics that take up more time each round I would do a flat double Dex mod to damage on finesse weapons and call it a day. It simple to add in D&D Beyond and is static except when the player gets a stat bump so its easy to factor in to your overall encounter balance.
Doesn't help with STR based dual wielding builds. Remember all finesse weapons can use STR or DEX, not just DEX.
Double Attack stat so dex or str depending on the character. The longer I do this the more and more I look for the simplest answer that does not take up extra game time and can be easily programed in to D&DB
Change GWM extra damage back to applying only once per turn like it was in the UA, and remove the BA attack from the PAM feat. Polearms should do less damage because they have Reach which reduces the risk of using them and make it easier to be able to get into range with enemies compared to weapons that require you to be within 5ft of the enemy.