Dual Melee Weapons, Rules? |
Dual Melee Weapons, Rules? |
Mar 8 2006, 10:24 PM
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#1
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
Hi all,
I don't recall seeing any mention of using 2 melee weapons in melee combat. For ranged combat you split your Skill pool, so you'd use Agility+(Skill/2)+(penalties) Dice Pool for each weapon test. Did I miss something or are 2 melee weapons similar? As always, page numbers help greatly. Thanks, GTT PS - I tried seaching the forums, but didn't see any topic that addressed this. |
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Mar 8 2006, 11:14 PM
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#2
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Moving Target Group: Members Posts: 137 Joined: 21-February 06 From: Lenexa, Kansas (Yes Kansas, we ain't all hicks y'all.) Member No.: 8,291 |
That's an interesting question. You can already split your dice pool in melee combat to attack multiple targets (according to P. 148), but there doesn't seem to be any way to attack the same target multiple times, like you can with two guns. However, you don't suffer a -2 on top of splitting your dice pool, so maybe it is intended. So with dual guns you can hit the same guy a bunch by splitting your pool, but you suffer a -2 for every guy you try to hit after the first. In melee you can hit multiple people just by splitting your pool, with no -2.
I would do it like this: Fighting With Two Weapons A character wielding dual may split their dice pool to strike the same target twice with one complex action. They cannot also attack multiple targets with the same action (allowing them to strike, for instance, two enemies twice each.) I was thinking about giving a penalty to base damage to keep it in balance with how dual firing firearms works, but that might be needlessly complicated for very little gain. I dunno yet. Any suggestions anyone? |
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Mar 8 2006, 11:26 PM
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#3
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Runner Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
The simple rules from SR3 for dual wielding was that you used Str x 1.5, instead of Str, for figuring damage codes. The complex ones were, uh, complex. They got pretty out there.
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Mar 8 2006, 11:44 PM
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#4
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Whoa, back up. One of us is confused. Is it me? I thought the entire pool was split, then penalties/bonuses added seperately: (Agility+Skill)/2+(penalties) I'm checking for a book reference... edit: Found it.
I interpret that as splitting the entire pool, attribute+skill, not just splitting the skill. edit:@Shrike The Strx1.5 rule was for a character that had two cyber implant weapons. The off-hand skill/ambidexterity/add half dice craziness was for two weapon fighting. Different rules, and in fact there was nothing that ever said a character with ambidexterity and two cyber implant weapons couldn't benefit from BOTH rules at the same time. yikes. |
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Mar 8 2006, 11:54 PM
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#5
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
Yeah sorry this might be wrong, I'm at work and only recently finished reading SR4. Sorry in advance is my recall was bad. I thought about the SR3 solution for dual-melee (STRx1.5) for SR4 but am hoping it is just an oversight on my part or up-and-coming errata (bleh). |
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Mar 9 2006, 12:35 AM
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#6
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Runner Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
I'd say it's more likely going to be something in Arsenal. There are huge chunks of the BBB we'd like them to errata away (EX-EX ammunition, anybody?), but it gets to a point where, if it can't be handled with a wording change or a clarification, it's probably easier to put it in another book. Or do the D&D 3.5 thing, and immediately split your player base into those who are willing to cough up a hundred bucks two years after they bought the first 3 core books to (essentially) buy them again, and those who are not.
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Mar 9 2006, 12:53 AM
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#7
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
I was just suprised as well as they covered "the basics" (4 versions later) that this was left out. |
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Mar 9 2006, 06:28 PM
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#8
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Moving Target Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
I don't really consider fighting with two melee weapons to be part of the "basics". It's really a stylistic oddity. A handful of characters might fight that way. I also don't see the need to do anything crazy or complex with it. I figure you allow the character to split his die pool between the two weapons, and allow him to attack the same character twice in one action with two separate weapons/limbs. I don't see this, however, being something that'll come up all that often, except for the odd character who's an armed combat specialist.
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Mar 9 2006, 07:38 PM
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#9
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
I just dont see it any less probably than someone wanting to use 2 pistols, SMGs, etc. vs. Dual cyberweapons, swords, knives, etc. Needless to say, some attention to this would be welcome. |
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Mar 9 2006, 07:46 PM
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#10
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
True. Problem is, there is no easy way in SR4 to integrate two handed melee combat.
Splitting Dice Pool for more attacks is already there, even though against multiple opponents, and usually, given the melee rules, isn't something you want to consider. A House Rule that may work would be to give bonus dice: Necessary Skill for that Weapon -2 dice if not Ambidextrous, halved and rounded down. |
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Mar 9 2006, 08:32 PM
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#11
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Moving Target Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
I think split dice pools is a pretty reasonable option, personally, if only because it's often not a good idea. You should not benefit much if at all from fighting with two weapons if you're not very good at it. Rather like duel-wielding is only actually worth it if you're already a good shot. If, however, you are the blindingly fast blademaster adept or strong and quick pit fighter, then splitting your pool might seem more practical. Not always. But sometimes. And I like that. An unskilled (or low-skilled) fighter is probably best off just using one weapon, and focusing his attention on that. That makes sense to me. And it leaves the skilled fighter with another viable option (even if it's not the best thing to do in all situations).
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Mar 9 2006, 08:43 PM
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#12
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
The point is that it already is an option in melee. It is useless right now, just adding more rules that keep it useless seems absurd if one does want to incorporate it. :)
With that house rule, you only benefit if you rank 4+ if not ambidextrous. ;)
Problem is, duel-wielding melee weapons is a completly different approach than duel-wielding ranged weapons: supporting the primary weapon instead of trying to hit with both. |
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Mar 9 2006, 09:17 PM
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#13
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
My personal solution:
You get +1 reach, plus the reach of the weapon in your off hand. You do damage based on the larger damage code. If you are not ambidextrous, you suffer a -2 dicepool penalty. And of course you can't have something useful like a grapple gun or the secret formula or a doorknob in either hand. That seems pretty balanced. -Frank |
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Mar 9 2006, 09:54 PM
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#14
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
This would sort of make using (2) 1-handed weapons like using (1) 2-handed weapon which works for me. I'd consider adding the reaches together if they are the same, or use the larger of the two. Maybe add +50% DV from the weaker of the two or just add both DV's together. Good solid idea, thanks. |
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Mar 9 2006, 10:19 PM
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#15
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Moving Target Group: Members Posts: 504 Joined: 8-November 05 From: North Vancouver, BC Member No.: 7,936 |
I don't have my copy of sr4 with me, but under the combat chapter of the book under the Hand to Hand combat section describe a turn attacking not as an attack but as a bunch of swipes,kicks, stabs, punchs etc, so wouldn't two weapons be a mute point if this is the case?
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Mar 9 2006, 11:41 PM
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#16
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
From my experience, not being able to block againt either weapon without getting slashed is not the same as having the option to block a fist or elbow instead of that 2nd sharp thing. Regardless of the number of attacks, swips, stabs, whatever, one sword is scary, two swords is scarier. |
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Mar 10 2006, 04:35 AM
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#17
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Free Spirit Group: Dumpshocked Posts: 3,944 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Wouldn't it be (Attribute + Skill +/- Modifiers) / 2?
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Mar 10 2006, 08:06 AM
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#18
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Moving Target Group: Members Posts: 147 Joined: 27-February 06 From: Lost in Time Member No.: 8,312 |
No it would be... (Attribute + Skill)/2 +/- Modifiers You spilt before the midifiers... Thyme... |
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Mar 14 2006, 01:38 AM
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#19
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Target Group: Members Posts: 1 Joined: 13-March 06 Member No.: 8,373 |
Because one of my players really wants to play a dual-wielder, I am planning to use the following home-made house rules to implement dual-wield, which are partially based on the Florentine Technique.
Which weapons are allowed when dual-wielding:
These rules apply while dual-wielding:
These actions are available only when dual-wielding:
I have not extensively tested the rules in a real game yet though, so I might end up not liking them at all :). A simplified ruleset would be to only allow 'Balanced strike' as the default combat action. |
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Mar 14 2006, 04:36 AM
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#20
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
That sounds fair to me. KK 4.1 with the Ambidexterity quality is set up for two weapon fighting & has both a pair of survival knives and Wakasashi as well as the traditional Daisho. What she really would like is a pair of War Fans, but alas these may not show up (if at all) until the SR4 version of CC comes out. |
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Mar 14 2006, 05:30 AM
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#21
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
I can't speak to the rules, but I regularly use two melee weapons as a hobby, and I rarely strike with more than one at a time. I occasionally feint with one. I sometimes strike with one and then the other, but not so quickly that it could be considered the same action (time, for you martial artists). True, you could strike with both at the same time or in rapid succession, but in practice one of those shots is usually a feint that isn't intended to hit anyway.
I think what I'm trying to say is that the advantage of having a weapon in each hand isn't the extra damage you could do, but the fact that it gives you more offensive options. I suppose you could count the extra weapon as a "friend in the melee" (+1), or a "superior position" (+2), but of course you'd take the -2 for the weapon in the off-hand. And, of course, only count the Reach of one of the weapons, and not add them together (duh). Just my 2¥. |
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