That might be it.
So, any comments on balancing things out by penalizing shield wielders?
One of the problems is that shields are fine. Shields +1 are also generally fine. Even shields +2 are probably fine. But the AC gap between shield and non-shield keeps increasing -- which is the problem.
Well, first of all, I need something universal, i.e. I cannot just add better properties to 2H weapons and that's due to the fact that I have an advanced crafting system for players to use with their Craft Weapon and Craft Armor skills. So, basically, any changes I make need to be changes to base stats of the items or some other kind of universal boost/penalty for all items of a given kind.
You could easily add larger damage dice to 2H weapons using the crafting system -- just check the size of the weapon. Already came up with a system with it in A Peremptory Summons as I mentioned in our PM discussion. The catch is that it would make it more valuable to vendors so potentially don't let crafted items be vendored.
It seems like my earlier suggestion of changing the AC bonus type of the 2H weapons to shield bonus in baseitems.2da would help compensate for the AC disadvantage of not wielding a shield and still scale pretty well with your module's leveling and crafting.
Simply giving weapons shield enhancement bonus equal to their enhancement bonus could partially work, yes.
IMO, the best solution is likely to be the one that directly addresses the imbalance (e.g. AC deficit) without trying to equalize other related-but-dissimilar quantities.
Part of the problem is that there's also a damage deficit. A 2H may be dealing like 50% more damage than a 1H at level 1 but only like 20% more damage at level 40. So even if the AC gap is kept constant you have a problem.
The crit multiplier can become a huge factor when dealing with DR, damage resistance and disrupting casting.
Not really. Let's say you're fighting an enemy which ignores 10 points of damage per hit and you deal 20 per hit.
With a 20/x3 with keen and improved critical you get 17 hits of 10 damage and 3 hits of 50 damage for 320 damage total.
With 19-20/x2 and keen and improved critical you get 14 hits of 10 damage and 6 hits of 30 damage for 320 damage total.
Same total damage.
Even if the enemy ignored 20 damage per hit then you have 3 hits for 40 damage versus 6 hits for 20 damage -- still same damage total.
And most enemies are going to have their spellcasting disrupted on a crit anyway, frankly, whether it's x2 or x3 (or x4 or x5).
MM's example of a toon with STR 46 Level 40 fighter (though quite impossible STR level including half-orc RDD builds without enhancements or buffs) with a +9 TH bonus becomes +45 just for a mundane scythe master.
As RogueKnight mentioned, it's simply 17 starting strength with Great Strength VII along with 12 strength from gear.
Oh, and I find it a bit ironic that among all the discussion about Dual-wield vs. S/S that no one has even hinted that the DW APR is 150% greater than the S/S with extra AC figured in. Or did I miss it somewhere? There are always tradeoffs. In those tradeoffs lie the intrinsic balance(s).
Dual-wielding is also bad. It's not simply 150% APR (and if you're hasted then it's not even that) -- it's also a penalty for all attacks and less damage with offhand attacks.
Say your PC has 11 less AB than the enemy has AC. Your attack schedule is 50%/25%/5%/5%/50% = 1.4 hits per round with 1H/shield. If you dual wield then you get 40%/15%/5%/5%/40%/15%/50% = 1.7 hits per round. Which...is a 21.4% improvement. For three feats and losing a shield.
Let's look at two other examples.
6 less AB than AC. 1H/shield is 75%/50%/25%/5%/75% = 2.3 hits per round. DW is 65%/40%/15%/5%/65%/40%/75% = 3.05 hits per round. So that's a bit better, but still only a 32.6% improvement.
16 less AB than AC. 1H/shield is 25%/5%/5%/5%/25% = 0.65 hits per round. DW is 15%/5%/5%/5%/15%/5%/25% = 0.75 hits per round...or a 15.4% improvement. Not looking so hot at all.
Again, this isn't factoring in lower damage on off-hand attacks or the three feat investment that is needed. And to put things in perspective, 1 AB is usually 10-15% more hits per round...so if there was a feat that you could repeatedly select to get 1 AB then three of those plus 1H/shield would give better offense PLUS better defense.
Along with improving 2H, I also made a system to improve dual-wield. Basically just gives 2 extra AB to dual-wielders (and 4 if using a non-light weapon so you CAN do something like dual bastard swords).
a Shield +5 confers a huge AC boost, and that is not even taking into account other magical bonuses it might have besides a basic AC enhancement. There would seem to be good reason to think that in this situation a shield is a much more efficient way to use an item slot.
Yep.
As well, environmental considerations can cut both ways. Certainly the above are factors worth considering, but if we are comparing different environments and scenarios, what about one where Devastating Critical is in play? In that case extra critical damage becomes almost meaningless, the important thing would be to just score as many criticals as possible, which certain 1-handed weapons (scimitar, rapier, kukri) can do better than any other. Or what about an environment where supplies of healing resources are strictly limited? That could make having good defense more important than it might otherwise be. Though admittedly, as far as I know, neither is the case in the specific environment under discussion, while some of the scenarios you posit might well apply.
Well said.
And, in fact, people usually die in NWN due to lack of defense -- I've never seen a situation that has a DPR (damage per round) check. Almost always about being able to survive and wear something down. Which makes 2Hs even less appealing.
In any case, a Weapon Master will of course tend to have better damage output (that is the point of the class) but for purposes of the present discussion comparing a scythe-wielding WM to a WM using scimitar and shield would be much more of an apples to apples comparison. These would have broadly similar offensive capabilities, but with a potentially huge defensive advantage to the latter.
I think this is because discussing dual-wielding in general (which as you suggest offers a very complex and difficult to evaluate set of tradeoffs) is tangential to the main point under discussion: is it worth giving up an item slot for a boost to offensive power
Exactly for the former.
For the latter, the general question of whether dual-wielding is worth it also seems relevant to the topic. It's also a small offensive bonus in exchanging for giving up a ton of defense...and also takes 3 feats to boot.