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Better Single Weapon and Sword and Shield

Ok this is a reoccurring topic, granted, but I thought I'd resurrect it as a new thread.

It seems that dual wielding is the way to go for pretty much any fighter build. Am i mistaken, or does it seem that people mostly use single weapon or sword and shield for RP reasons with fighters? Sure, due to class restrictions, thieves may want to go with single weapon, but for any serious fighter based build dual wielding is almost a given. Am I wrong in this?

it disappoints me that there little reason to select sword and shield, and next to zero reason to select single handed. It seems to me that they should instead cater to different types of fighting style, not worse but different.

So, first, am I wrong in this? Are these styles really preferred alternatives that will enhance certain styles of play? Second, any interesting modifications people have used (or would like to use) to balance out these styles?
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Comments

  • TheMetaphysicianTheMetaphysician Member Posts: 76
    Subtledoctor's Scales of Balance mod has a component that overhauls weapon styles to address precisely this problem. His solution really makes all four styles about equally desirable, and interestingly different from each other.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Each style has its uses, but you're right in that for many people, two weapons tends to be optimal simply because its respective use (high damage output at the cost of defense) comes up most often.

    Shield is obviously the defensive choice; however given that the unmodded game is fairly easy and AC is not a huge factor especially in ToB (due to escalating enemy THAC0s), it's easy to see why people hardly bother.

    Single weapon is a bit of an odd one. Since it provides less sustained throughput than dual-wield, its use lies in niche scenarios where using only one weapon is optimal. One such scenario is the already mentioned backstab (only one hit can be a backstab); but there is also (Greater) Whirlwind Attack, which will cap APR at 10 regardless of weapon and is thus more effective with a single weapon.

    Overall I do believe that dual-wielding is a bit too powerful. Partly because of the +APR weapons and how they work, but not just because of them. It's also quite true that the weapon style bonuses are mostly unimpressive; even TWF is more of a reduced penalty than an actual bonus. Not very exciting.
  • LegendaryLegendary Member Posts: 53
    Single weapon is a great middle. With two points in the proficiency you still get decent AC + a small damage bonus. Until you get to end game shields with bonuses it's outright better than sword and shield because, really, the missile bonus is negligible.

    Plus it's the coolest option, which counts for something. Dual wielding two weapons of the same length is a ridiculous concept that'll get you laughed out of any fencing club in the country.
  • mf2112mf2112 Member, Moderator Posts: 1,919

    Ok this is a reoccurring topic, granted, but I thought I'd resurrect it as a new thread.

    It seems that dual wielding is the way to go for pretty much any fighter build. Am i mistaken, or does it seem that people mostly use single weapon or sword and shield for RP reasons with fighters? Sure, due to class restrictions, thieves may want to go with single weapon, but for any serious fighter based build dual wielding is almost a given. Am I wrong in this?

    it disappoints me that there little reason to select sword and shield, and next to zero reason to select single handed. It seems to me that they should instead cater to different types of fighting style, not worse but different.

    So, first, am I wrong in this? Are these styles really preferred alternatives that will enhance certain styles of play? Second, any interesting modifications people have used (or would like to use) to balance out these styles?

    I like to play with shields on some characters, like a F/C charname. I don't like getting hit when it is avoidable since I get mad when they interrupt my spells. I generally find I deal enough damage on Core or Hard that I don't need to dual wield. I usually run 5 in a party so everyone joins in the attacks. But for some characters like a F/M charname it does make sense to dual wield so I do when buffed with stoneskin and mirror image.
  •  TheArtisan TheArtisan Member Posts: 3,277
    Single Weapon Style is... niche, but still useful sometimes. I prefer it on backstabbing thieves because you're generally playing hit and run rather than staying in the midst of battle so the extra APR means very little in the long run.

    Sword and Shield is very much a dump slot for me. I give it to anyone in the backline who can access it since the AC vs. missiles can see some use that way.
  • JumboWheat01JumboWheat01 Member Posts: 1,028

    Sword and Shield is very much a dump slot for me. I give it to anyone in the backline who can access it since the AC vs. missiles can see some use that way.

    By backline, do you mean slingers and the like? Because Sword and Shield style doesn't work with ranged weapons, only melee. I discovered that on my Cleric/Illusionist playthrough.
  • toolargtoolarg Member Posts: 180
    For my game I modded single weapon style to critical hit on rolls of 18, 19 and 20 + the ac bonus. I see it as a sort of finesse style. Still nowhere near as good as two-weapon style but its a start.
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  • FinnTheHumanFinnTheHuman Member Posts: 404

    Single Weapon I would say is best for Rogues and Fighter/Rogues to maximize Backstab damage. After all, critical backstabs are glorious things, and having them pop up even slightly more often makes them even more glorious. Sure, others can use it, but it really does seem made for them.

    Good point, but even this can be done better elsewhere. If you you really want to maximize backstabs you backstaff--2 handed weapon style and staffs.
  • JumboWheat01JumboWheat01 Member Posts: 1,028
    Why use a staff when you can use katanas and still backstab? Katanas deal 1d10 compared to quarterstaff's piddly 1d6. If you can't snag a katana, longswords, scimitars, ninja-tos and wakizashi all deal 1d8 damage, and you can still backstab with those as well.
  • FinnTheHumanFinnTheHuman Member Posts: 404

    Why use a staff when you can use katanas and still backstab? Katanas deal 1d10 compared to quarterstaff's piddly 1d6. If you can't snag a katana, longswords, scimitars, ninja-tos and wakizashi all deal 1d8 damage, and you can still backstab with those as well.

    Its because of the staff of the ram, 1d6+12, +1d4 piercing, delivers most powerful possible with the backstab, i believe. Also good for F/T with UAI and want to backstab then switch to a 2handed sword so you can reuse those 2 hander pips. But yeah, thats a little too specific to the fighter variant, so point taken.
  • JumboWheat01JumboWheat01 Member Posts: 1,028
    I'll admit to not knowing such a awesome staff existed. Still, shoving a long, hunk of wood up someone's backside just never clicked for me when it comes to backstabbing.
  • kamuizinkamuizin Member Posts: 3,704
    The weapon style of Baldur's gate is a bit lame, i have to say. The entire system should be reworked, that's, at least, is my opinion.

    - Two weapon style should keep the way it is with the exception of wearing plate mail armor or better. I can't imagine someone being able to be dexterious enough inside a block of steel. Plate mail or heavier should double TWS penalties to thac0.
    - Sword and shield: For each point the character should receive a bonus armor class of -2 and damage reduction of 10% (15% if warrior, as this class tend to use better martial resources), for a total of -4 AC and 30% damage reduction for S&S warriors (and damage reduction should capped at 70 - 75% with barbarians allowed to go for 80 - 85%)
    - Two Handed Weapons could be keept the same.
    - One weapon style should have a bonus to Thac0 when attacking and not being attacked (after all if you have time to aim without someone on your guts, that attack has a better chance to hit).


    Other points in the game are the critical hit immunity on helms that should be dropped to a percentage (and every piece of armor should give critical hit resistance percentage), as well dexterity AC bonus should be limited based on armor.

    Well.. here i am again throwing a lot of ideas from my mind!! If the S&S idea get infused on the game i would be happy already!
  • helmo1977helmo1977 Member Posts: 366
    For any pure fighter (including fighter kits) dual wielding is the way to go.

    BUT, things can be different IF we talk about dual class or multi class fighters. And things can also be different IF we talk about soloing or being in a big party.

    If you play a fighter dualed or multiclassed into a cleric or a wizard, perhaps the big bonus to AC you can get with shields is better than having one more attack and the goodies the off hand weapon gives you. After all, at low levels being protected is more important than an extra attack, as a single hit can easily defeat you. And, at high levels, your primary mission should be being a spellcaster, not a front line fighter, so getting a higher AC is more important than getting an extra attack.

    If you are in a big party, you can be positioned at the second row, so the AC is not as important, but if you are soloing (especially if you have multiclassed or dual classed into a spellcaster) AC becomes far more relevant, as every attack is going to be directed at you, so you want a high AC and good saves and resistances even above getting extra attacks.
  • helmo1977helmo1977 Member Posts: 366
    edited May 2016

    Why use a staff when you can use katanas and still backstab? Katanas deal 1d10 compared to quarterstaff's piddly 1d6. If you can't snag a katana, longswords, scimitars, ninja-tos and wakizashi all deal 1d8 damage, and you can still backstab with those as well.

    Staff of the Ram beats eveything. AND in BG 1, that staff +3 you can buy early in the game also beats everything (everything you can get in BG 1 to backstab). So, except in SoA, when Celestial Fury (a Katana) is better, the way to go for any backstabbing character is (as weird as it sounds) staves.
  • MacHurtoMacHurto Member Posts: 731


    I forget his name but at the end when he finally confronted him he kept saying, "Hello, my name is Inigo Montoya,

    Good one :-D

  • jesterdesujesterdesu Member Posts: 373
    If you're high level and using gww a lot then 2 hander will out damage 2 weapons.

    As for single weapon, other than the crit chance and for classes who can't use medium/ heavy shields, it was always a handy thing in vanilla to be able to swap loadouts using the quick slots alone. I'm led to believe that bgee has now fixed things here though.

    Later games (thinking nwn) gave a strength based bonus to characters using a 1 or 1.5 handed weapon in both hands.
  • helmo1977helmo1977 Member Posts: 366

    If you're high level and using gww a lot then 2 hander will out damage 2 weapons.

    As for single weapon, other than the crit chance and for classes who can't use medium/ heavy shields, it was always a handy thing in vanilla to be able to swap loadouts using the quick slots alone. I'm led to believe that bgee has now fixed things here though.

    Later games (thinking nwn) gave a strength based bonus to characters using a 1 or 1.5 handed weapon in both hands.

    Yes, 3rd edition gives a bonus (equivalent to 50% your damage str bonus) if you wield a two handed weapon, or a one handed weapon with both Hands.

  • [Deleted User][Deleted User] Posts: 0
    edited May 2016
    The user and all related content has been deleted.
  • JarrakulJarrakul Member Posts: 2,029
    @subtledoctor I like that idea, but I agree it sounds like it'd be hard to get players to swallow. Flipping penalties into bonuses usually works better for that (although it also causes power creep, which isn't great), but I'm not quite sure how to accomplish quite the same dynamics for bonuses.

    For the record, I agree that TWF is by far the strongest style in BG2 onward, with two-handed and sword and shield being competitive in BG1. It turns out to be really easy to mod the style bonuses, but only within certain limits, which restricts limits modders' ability to fix the imbalance. In particular, APR modifications and damage resistance would be really nice options for modders. You know, in case a dev wants to take on a project. :)
  • AerakarAerakar Member Posts: 1,054
    Yes, the +3 staff is great in BG1, the +4 staff is available early in BG2 and of course in both games you have the outrageous +3 staves of striking. With THS you get speed and +1 damage, plus the staff reach is great. Quarterstaffs are great weapons and especially for thieves, if one can swallow them thematically for sneaky thieves. Still, I tend to use SWS and short blades for my thieves most of the time regardless. It just looks cooler to me on the sprites.
    helmo1977 said:

    Why use a staff when you can use katanas and still backstab? Katanas deal 1d10 compared to quarterstaff's piddly 1d6. If you can't snag a katana, longswords, scimitars, ninja-tos and wakizashi all deal 1d8 damage, and you can still backstab with those as well.

    Staff of the Ram beats eveything. AND in BG 1, that staff +3 you can buy early in the game also beats everything (everything you can get in BG 1 to backstab). So, except in SoA, when Celestial Fury (a Katana) is better, the way to go for any backstabbing character is (as weird as it sounds) staves.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited May 2016
    See, the problem with only hitting damage output is that it ultimately goes nowhere. Unless you miraculously manage to make all styles have similar damage per round (which is no fun) one style will always flat out beat the rest in damage. Thus you end up with the same scenario, except damage just gets lower and lower until it hits an all time low. This is what reverse power creep is.

    In my opinion, TWS should have the highest damage per round. Remove that and there's no real appeal to it. Two-handed is actually fine in my opinion. Single Weapon needs some kind of defensive advantage so that there are actually different reasons for picking it over TWS. Sword and Shield is just... meh. It needs to be straight up better.
  • TheMetaphysicianTheMetaphysician Member Posts: 76
    Subtledoctor's, I like your idea of putting a strength penalty on 1 handed weapons, but only in the context of your stat overhauls, which spread out the strength bonuses over a larger range of stats. In vanilla, that strength penalty would penalize 18 or 19 strength characters too much.
  • jesterdesujesterdesu Member Posts: 373


    I don't want to derail this thread and start one of those historical debates where people end up posting awkward videos of middle-aged white dudes doing martial arts...

    :lol:

    Agree that twf was done more for defensive reasons. It seriously hampers peoples ability to land more than glancing hits.

    I'd say twf should incur more thac0 penalties and single weapon/ 2handed style should also give a straight plus 1 or 2 to damage. Presumably the proficiencies could be modded accordingly?
  • helmo1977helmo1977 Member Posts: 366

    See, the problem with only hitting damage output is that it ultimately goes nowhere. Unless you miraculously manage to make all styles have similar damage per round (which is no fun) one style will always flat out beat the rest in damage. Thus you end up with the same scenario, except damage just gets lower and lower until it hits an all time low. This is what reverse power creep is.

    In my opinion, TWS should have the highest damage per round. Remove that and there's no real appeal to it. Two-handed is actually fine in my opinion. Single Weapon needs some kind of defensive advantage so that there are actually different reasons for picking it over TWS. Sword and Shield is just... meh. It needs to be straight up better.

    The trick is, and not just in D&D but in every game, making a given choice better than others at especific moments and worse than others at other moments. No brainer choices for a given situation is acceptable, but no brainer choices for a whole game is not acceptable, imho. A game system should be flexible enough, or have enough options, so that it is difficult or impossible to say what is better. It should all depend on lots of variables that change upon circunstances. That is what make our choices interesting to make.
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