Originally Posted by 1varangian
You're right, the BA requirement makes it suck. And then BG3 makes it much worse still with all the new Bonus Actions available.

I hope they fix dual wielding for the next version of D&D. To make it cool and viable mechanically without being overpowered, it could have something to do with reactions (dual shortswords react faster than a Greatsword), and some flexibility between defense and offense.
The most recent One D&D playtest packet had dual wielding mechanics where you get a free off-hand attack once per turn if you use the Attack action, if both weapons are Light.

I wouldn't mind if they included this mechanic in BG3, because as many think, dual-wielding is underpowered in 5e. Especially in BG3 where Larian has added so many bonus action options. I'd probably advocate for some sort of dual-wielding penalty though...?

I've spoilered the below because it gets into the math/balance of dual-wielding and theorycrafting, and so is less relevant to the thread.
Naively, without the penalty it seems like (free off-hand attack) dual-wielding is still underpowered

At levels 1-4, not accounting for Feats and/or Fighting Styles
- Greatsword is 2d6+Str damage, for 6.8 expected damage (65% chance to hit, average Str mod of 4.5).
- Two 1d6 weapons deal 2d6+Str damage, for ~6.8 expected damage.

At levels 5-10 martials get Extra Attack
- Greatsword is 4d6+2*Str damage, for ~15 expected damage (65% chance to hit, average Str mod of 4.5).
- Two 1d6 weapons deal 3d6+2*Str damage, for ~12.7 expected damage. This only gets worse at higher levels.

However, the above doesn't account for abilities that add extra damage on successful hits, like sneak attack, hex, smite, dipping, etc. In particular, a free off-hand attack makes dual-wielding for rogues strictly better than wielding a single weapon, as rogues don't get proficiency with shields, can't make use of heavy 2H weapons, and don't get Extra Attack. Additionally, there are more feats that improve dual wielding than those that improve single-wielding.
  • A level 3-4 rogue with 2d6 sneak attack damage and a rapier will deal 9.8 damage.
  • A level 3-4 rogue with 2d6 sneak attack damage and two shortswords will deal 13 damage.


Possible Solutions:
- Rogues' sneak attack die size matches that of the (melee) weapon being used. A rapier-wielding rogue will deal Xd8 sneak attack damage (11.8 damage instead of 9.8 for a level 3-4 rogue).
- If you are dual-wielding, you attacks take a -X penalty to all attacks. A -1 penalty to-hit decreases the damage from a level 3-4 rogue from 13 to 12.1 damage. This hurts non-rogue classes, but idk something else could be given to them to compensate??