Off-hand attack Rule: Replaces Two-Weapon fighting rule
When making an attack with a light melee weapon using your strength modifier for attack and damage rolls, you may make an "off-hand attack" with another light melee weapon. Your off-hand attack must use your dexterity modifier for the attack rolls and gets no modifier added to its damage. Your off-hand attack counts as being part of your main hand attack for effects that proc on attacks. If either weapon has the thrown property it may be thrown as part of this attack.
I'm also tempted to allow fists to be counted as light melee weapons, but I'm unsure how powerful that would be for monks.
My TWF Style Homebrew:
You may add half of your dexterity modifier to your off-hand attack damage.
TWF is now called "Off-hand Attack." It no longer costs a bonus action and it happens every time you attack, but now it is MAD (Multi-Attribute Dependent) and the TWF style that the fighter and ranger have applies half ability mod (rounded down).
I'm curious how this would compare to GWF. I've used a calculator that I found online from ThinkDM to try and model this, but I'm unsure if I'm using it correctly. So I'd like an extra set of eyes to look over the change and tell me what you think.
I am also curious as to what people think about whether the MAD requirement is a bit heavy for the half-ability mod. According to the calculator I've been using the half ability mod requirement brings the TWF almost directly in line with GWF, but the GWF character would get the benefits of adding ASI to constitution if they wanted to. Whereas the TWF is locked into strength and dex. Now forcing Str/Dex on a few martial characters isn't a terrible thing, but maybe I should allow full ability mod, giving the TWF more damage for shoehorning their build into str/dex. What do you think?
Here's the calculator I've been using (Google docs).
With the changes above I'm also unsure about what to do with the duel wielder feat. I think it would be cool to remove the line about how the off-hand attack counts as being part of the main hand attack. That would really allow dual wielders to shine as specialists who take great advantage of "proc on attack" spells. I'm nervous that would sersiously re-rail the power level of the feat though. I could also just leave the dual wielder feat as is, but allowing non-light weapons also sounds super powerful. Maybe if I limited the non-light weapons to the "main-hand" it would be well balanced. Thank you for your thoughts on this subject, I know it comes up a ton.