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[3.5] No good reason to get rid of Ambidexterity...
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<blockquote data-quote="Mike Sullivan" data-source="post: 1023600" data-attributes="member: 9824"><p>There's "looked really bad," and then there's, "oh, come on."</p><p></p><p>That said, sure. There are reasons why you might want to pick up the -6/-10 penalty. I'll construct one here (be warned, it'll be very, very strained):</p><p></p><p>You're fighting an undead critter. It's guarding a Doomsday Device (tm). If you don't kill the undead <strong>this round</strong>, you won't be able to to disable the Doomsday Device before it goes off, and everyone dies. You know, or are relatively certain, that the undead critter has a larger number of hit points remaining than you can theoretically do in one round.</p><p></p><p>So you quick-draw your backup mace or whatever, and suck up the -6/-10 penalty, hoping you get crazy lucky and hit with all of your attacks and that's enough damage to put you up over the top of the hit points. It's, probably literally, a 1% chance, but you've got little to lose. In a movie, you'd win at the last second.</p><p></p><p>In D&D, barring a GM's liberal application of Rule Zero, 99% of all campaigns that had this situation would end right there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> D&D is not a particularly forgiving game in terms of "doing things that sound crazy, but just... might.... work!" For such things, a drama-point kind of mechanic is what you want. D20 Modern's Action Points might be a step in the right direction.</p></blockquote><p></p>
[QUOTE="Mike Sullivan, post: 1023600, member: 9824"] There's "looked really bad," and then there's, "oh, come on." That said, sure. There are reasons why you might want to pick up the -6/-10 penalty. I'll construct one here (be warned, it'll be very, very strained): You're fighting an undead critter. It's guarding a Doomsday Device (tm). If you don't kill the undead [b]this round[/b], you won't be able to to disable the Doomsday Device before it goes off, and everyone dies. You know, or are relatively certain, that the undead critter has a larger number of hit points remaining than you can theoretically do in one round. So you quick-draw your backup mace or whatever, and suck up the -6/-10 penalty, hoping you get crazy lucky and hit with all of your attacks and that's enough damage to put you up over the top of the hit points. It's, probably literally, a 1% chance, but you've got little to lose. In a movie, you'd win at the last second. In D&D, barring a GM's liberal application of Rule Zero, 99% of all campaigns that had this situation would end right there. :P D&D is not a particularly forgiving game in terms of "doing things that sound crazy, but just... might.... work!" For such things, a drama-point kind of mechanic is what you want. D20 Modern's Action Points might be a step in the right direction. [/QUOTE]
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[3.5] No good reason to get rid of Ambidexterity...
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