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Two-Weapon Fighting Idea
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<blockquote data-quote="kerleth" data-source="post: 6039823" data-attributes="member: 84383"><p>I'm assuming that the majority of two-weapon warriors will be using some sort of expertise system like the rogue and fighter. Thus they will be adding in half their experitise dice to damage as well, which makes it much more believable that they will kill a minion / finish off a weakened enemy. That said, perhaps it would be best to take a step back and look at the problem from a new angle.</p><p> </p><p>I think the root problem is the definitive split between one attack vs. two attacks.</p><p>People who dislike two attacks seems to have two main premises.</p><p>1) It is historically the cause of balance issues.</p><p>2) Too many attacks makes an individual turn take too long.</p><p> </p><p>People who want two attacks seem to also have two main points.</p><p>1) It just "seems" right to them, and is supported by the methodology of 3E and 4E. (I can't speak personally to older editions than that).</p><p>2) It helps two-weapon fighting feel distinct from other fighting styles in an easily perceivable way. "Cool, I get two attacks!"</p><p> </p><p>I have played in systems where you got only one attack. There were any number of players who simply did not like it. As long as the fighting style has it's own niche and makes sense when I imagine the scene, I personally don't really care. However, the best possible solution seems to be create a system where you can take two attacks without creating balance issues or slowing the game down.</p><p> </p><p> </p><p>Let's look at the main ways to differentiate combat styles</p><p>OFFENSE</p><p>Offense can be seperated into three main groups.</p><p>Accuracy</p><p>Damage</p><p>Versatility (types of damage, melee or ranged, number of targets, etc.)</p><p>DEFENSE</p><p>Evasion/AC/ chance to not get hit by a particular attack.</p><p>Damage Reduction/Defense/ taking less damage per attack hit.</p><p>Versatility (what types of attacks you can defend against, avoiding special manuevers, etc.)</p><p>OTHER</p><p>This would encompass things like manueverability, blending of offense and defense, etc.</p><p> </p><p>The simplest answers have been tried before and don't satisfy enough people. So let's think outside the box some. What are peoples ideas that</p><p>1) Satisfy the "Two attacks is just twice as awesome!" crowd and</p><p>2) Don't cause balance or game speed issues.</p><p> </p><p>I remember playing one gaming system where wielding two weapons allowed you to add all the special properties of each weapon to your attack and increased your accuracy. It used a 2d6 system for attack rolls and let you reroll one of the dice. The weapon groups each also had special abilities that made them seem very different. Even though you only got one attack it really made fighting with two weapons that seemed like a unique and that you were actively using both weapons. Could this work in Next?</p><p> </p><p>Any other suggestions?</p></blockquote><p></p>
[QUOTE="kerleth, post: 6039823, member: 84383"] I'm assuming that the majority of two-weapon warriors will be using some sort of expertise system like the rogue and fighter. Thus they will be adding in half their experitise dice to damage as well, which makes it much more believable that they will kill a minion / finish off a weakened enemy. That said, perhaps it would be best to take a step back and look at the problem from a new angle. I think the root problem is the definitive split between one attack vs. two attacks. People who dislike two attacks seems to have two main premises. 1) It is historically the cause of balance issues. 2) Too many attacks makes an individual turn take too long. People who want two attacks seem to also have two main points. 1) It just "seems" right to them, and is supported by the methodology of 3E and 4E. (I can't speak personally to older editions than that). 2) It helps two-weapon fighting feel distinct from other fighting styles in an easily perceivable way. "Cool, I get two attacks!" I have played in systems where you got only one attack. There were any number of players who simply did not like it. As long as the fighting style has it's own niche and makes sense when I imagine the scene, I personally don't really care. However, the best possible solution seems to be create a system where you can take two attacks without creating balance issues or slowing the game down. Let's look at the main ways to differentiate combat styles OFFENSE Offense can be seperated into three main groups. Accuracy Damage Versatility (types of damage, melee or ranged, number of targets, etc.) DEFENSE Evasion/AC/ chance to not get hit by a particular attack. Damage Reduction/Defense/ taking less damage per attack hit. Versatility (what types of attacks you can defend against, avoiding special manuevers, etc.) OTHER This would encompass things like manueverability, blending of offense and defense, etc. The simplest answers have been tried before and don't satisfy enough people. So let's think outside the box some. What are peoples ideas that 1) Satisfy the "Two attacks is just twice as awesome!" crowd and 2) Don't cause balance or game speed issues. I remember playing one gaming system where wielding two weapons allowed you to add all the special properties of each weapon to your attack and increased your accuracy. It used a 2d6 system for attack rolls and let you reroll one of the dice. The weapon groups each also had special abilities that made them seem very different. Even though you only got one attack it really made fighting with two weapons that seemed like a unique and that you were actively using both weapons. Could this work in Next? Any other suggestions? [/QUOTE]
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