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> Duel-Wielding...?, are there rules for it?
Tyrae
post Sep 17 2003, 10:06 AM
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I saw in the combat chapter (SR3) that there are rules for wielding 2 firearms, but nothing about pommeling someone down with the Adepts rattan sticks.
I figure it's something like +2 target number for the first swing and +4 for the off hand or something like that.
It's probablying another book *shrugs* but it andont can help me out here, thanks!

Tyrae ~ Fallen Child of Magdalen
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Tyrae
post Sep 17 2003, 10:10 AM
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Well that was interesting... ...the last sentance have

"...but if anyone can..."

not what it does...

Tyrae ~ Fallen Child of Magdalen
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Sigfried McWild
post Sep 17 2003, 10:15 AM
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I guess there's no separate rules for dual wielding melee weapons bacuase they are the same as those for dual guns.
Additional two weapons fighting rules are in the cannon companion I believe
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Talondel
post Sep 17 2003, 10:36 AM
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The rules for dual wielding melee weapons are NOT the same as for dual wielding melee weapons. Up until Cannon Companion, there were no rules for it at all, in fact. Generally speaking (since I hate to spell out exact rules to people), they require an extra skill (for off-hand weapons), and they give you extra dice to your melee test with your "main" weapon.
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Nath
post Sep 17 2003, 11:20 AM
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QUOTE (Talondel)
The rules for dual wielding melee weapons are NOT the same as for dual wielding melee weapons.

Are you sure ? :D
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Dashifen
post Sep 17 2003, 01:04 PM
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QUOTE (Nath @ Sep 17 2003, 06:20 AM)
QUOTE (Talondel @ Sep 17 2003, 12:36 PM)
The rules for dual wielding melee weapons are NOT the same as for dual wielding melee weapons.

Are you sure ? :D

Heehee -- I can only assume they meant melee not the same as ranged!!

If you want to dual wield clubs (for example) then you need a normal clubs skill and an off-hand clubs skill. Then you take 1/2 the rating of the off-hand skill and add that number of dice to the rating of the "on-hand" skill. That's the total number of dice to use. I believe the rules for this are in the Advanced Melee Combat section of Cannon Companion (the same chapter as the Martial Arts styles).

-- Dashifen --
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Ed_209a
post Sep 17 2003, 03:52 PM
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Can I get a special B/R skill for dual welding?

:)
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Dashifen
post Sep 17 2003, 03:54 PM
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QUOTE (Ed_209a)
Can I get a special B/R skill for dual welding?

:)

It could actually be an effective melee combat option as well. I'd think twice before going up against someone with welding torches pointed at me.
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John Campbell
post Sep 17 2003, 03:57 PM
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QUOTE (Dashifen)
QUOTE (Ed_209a @ Sep 17 2003, 10:52 AM)
Can I get a special B/R skill for dual welding?

:)

It could actually be an effective melee combat option as well. I'd think twice before going up against someone with welding torches pointed at me.

No, that's duel-welding...
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Jpwoo
post Sep 17 2003, 05:03 PM
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the evils of dual wielding. Just because I am holding two sticks in my hands doesn't mean I can hit you twice as much with them, anymore than a boxer would get twice as many attacks because he has two hands, and furthering that, a kick boxer could manage four attacks if he can manage to hover somehow.

My house rule for hand to hand combat has always been that you can use whatever kind of weapon you want. One huge logsplitter, a katana, a pair of switchblades, a baseball bat in one hand and a combat axe in the other, it is up to you. You still only get one Melee check, no special rules needed. That single attack represents the myriad of ways you can use those weapons.
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Friggas Ring
post Sep 17 2003, 07:23 PM
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QUOTE (Jpwoo)
Just because I am holding two sticks in my hands doesn't mean I can hit you twice as much with them, anymore than a boxer would get twice as many attacks because he has two hands, and furthering that, a kick boxer could manage four attacks if he can manage to hover somehow.

I dunno. I'm tempted to think that I had one hand the my opponent had two, I'd be at a huge disadvantage.

Just like if he had two swords and I had one, he'd have the upper hand even if you only add the reach from both weapons.

Just my opinion.

I also like the idea of a Off-hand (Weapon) skill as long as it's monitored for cheesiness. Like, if one of my players took Pistols and Off-Handed Edged Weapons and thought he could engage in melee with a sword in his offhand and shoot at those gangers across the street with his pistol without having any penalties, he's got another thing coming.
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Kurukami
post Sep 17 2003, 07:30 PM
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Depends on whether you've got a shield in your other hand. Just ask any SCA heavy fighter. :D

From what I've seen of the two-handed melee rules, generally speaking you get your normal attack dice plus half of the dice from your off-hand weapon skill. However, if you have the Ambidexterity Edge at 6 points or more (it goes up to 8 ), you don't need an off-hand weapon skill -- you're just assumed to use the primary weapons skill for both. Thus, you have have your normal attack dice, times one-and-a-half.

And, of course, normally you have penalties with the weapons. The Ambidexterity Edge decreases those too. All of it's in the Cannon Companion.
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Herald of Verjig...
post Sep 17 2003, 10:11 PM
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QUOTE (Friggas Ring)
I also like the idea of a Off-hand (Weapon) skill as long as it's monitored for cheesiness. Like, if one of my players took Pistols and Off-Handed Edged Weapons and thought he could engage in melee with a sword in his offhand and shoot at those gangers across the street with his pistol without having any penalties, he's got another thing coming.

The off-hand weopon is (officially) supposed to be the physically smaller of the two. If he had clubs(pistol), off-hand blades(dagger), and a gun with melee hardening, I could see him getting the bonus in melee and not getting a penalty for ranged.

To use a sword in the off hand, you would need something at least as big as a rifle in your main hand, and those are a real pain to use one-handed. He'd be better off getting a massive rifle, a bayonette and the pole-arms skill for close combat.

If you mean that he can defend in the melee and shoot with no penalties, just apply all TN penalties for both combat ranges and make him cry.
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Street Wyze
post Sep 18 2003, 12:11 AM
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QUOTE (Herald of Verjigorm)
He'd be better off getting a massive rifle, a bayonette and the pole-arms skill for close combat.

You did have a lot of fun with that, didn't you Mr. Koroburuku sniper. You're just lucky I forgot that one rule about Dwarves not being allowed to use pole-arms.
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John Campbell
post Sep 18 2003, 12:47 AM
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QUOTE (Herald of Verjigorm)
The off-hand weopon is (officially) supposed to be the physically smaller of the two.

Which makes no fragging sense. I've frequently fought with two swords, with the longer, heavier weapon in my off hand for blocking, and the shorter, lighter one in my primary hand, for faster attacks. (I should really be attacking and blocking with both, but I've been fighting mainly sword and shield for too long... my "hit 'em with the left!" instinct is pretty thoroughly suppressed.) I've known people to fight with a stabbing spear or the like in their off hand and a much shorter sword in their primary. I even know one lefty who uses the longer weapon in his off hand specifically to confuse people... they see the mace in his right hand, assume that it's his primary hand, and don't realize that what they should really be watching is the dagger in his left hand (he's built like a troll, too - huge, with disproportionately long arms - which helps)...

It's not usual for the heavier weapon to be used in the off hand, but I can't think of a reason why it should be prohibited.

For that matter, the big kite shield I typically fight with is a good bit larger and heavier than any weapon I've ever used in conjunction with it. By the letter of the rules, I should have to use my shield in my primary hand and my sword in my off hand. Or is that only if I shield-bash people?
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El_Machinae
post Sep 18 2003, 01:43 AM
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The problem with the CC rules is that you're basically pushed to put a weapon if your off hand, even if it's just a hard-liner glove or a knife. Being able to roll 1/2 your quickness (diff +4) in additional dice is better than NOT rolling them!
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Street Wyze
post Sep 18 2003, 01:44 AM
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I believe this only applies for dual weapons, there are no special rules in shadowrun for having a sword and shield combo.
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John Campbell
post Sep 18 2003, 02:32 AM
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QUOTE (Street Wyze)
I believe this only applies for dual weapons, there are no special rules in shadowrun for having a sword and shield combo.

Yeah, but if I hit someone with the shield (and there are rules for shield-bashing), then it's a weapon, and therefore, since it's bigger than my sword, I have to wield it in my primary hand...

The thing that gets me is that I can't figure out why that rule even exists. What horrible munchkin abuse is it there to prevent? Is it going to utterly destroy all game balance if someone uses a dagger in their right hand and a longsword in their left instead of the other way around?
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DV8
post Sep 18 2003, 06:52 AM
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Here's my interpretation of the melee rules. [/pimp]
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BlackSmith
post Sep 18 2003, 09:24 AM
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there is no reason why not let people use smaller weapon as their main weapon but in RL you take the offencive with the better reach weapon that is, generaly, bigger.

the CC can say that the other weapon must be smaller to use off-hand skill but there is no mention about need of smaller weapon while having ambidex better than 4 points (IIRCR).

i have fought with two ratan sticks, two sai's and also with two katana's.
it aint that hard until you have to defend yourself. a shorter off-hand weapon is much better vs attacks because you have still the "time" and "space" to block the attack that has passed beound your main hands weapons block/defence sector.

only thing that im dissapointed is that Bo staff has no extra figures in it.
you realy should be able to use it as a dual weapon thus able to use off-hand skill conjuction with it (as we have house ruled).
it IS realy The Master of Weapons.
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Jpwoo
post Sep 18 2003, 03:35 PM
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Does anyone else think that this thread is overthinking this? The earlier posters talking about their real experiences SCA or otherwise have suggested that the rules are artificial and downright weird as compared to real life. The basics, the guts of shadowrun hand to hand, the very nature of the opposed skill test show that the more skilled and experienced fighter should win.

I think this holds true whether the opponents are holding one weapon or two. What mainly matters is your experience with the weapons you have. Adding an off hand skill blurs the original intent as I understand it, and it opens the door for exploitation of the rules. Working it out actually reveals that to be not such a smart way of doing things anyway.

Adding in half your off hand skill to your regular skill on an attack is pretty easily exploited. Suppose you have a Armed skill of 6 and you decide that you don't want to spend the 14 karma to upgrade it. For a mere 5 karma you can buy off hand at 2 and roll seven dice at about one third the cost. Buying up your offhand two more to 4 for the next bonus die will cost you an additional 14. the same cost as buying up your regular skill anyway. (I am writing this at work so my math may be slightly off, be kind). So the skill is about an even break there. Buying up to 6 for the next bonus die will cost 22 karma. where as buying up from a skill of 7 to 8 will cost you only 16 karma.

So at higher skill levels it is much more efficient to just buy up your base skill. So everyone would buy off hand at 2 or possibly 4 to get the cheap extra dice, but taking it beyond that doesn't make much sense. It seems to me to be both simpler and more realistic to ditch the whole offhand melee concept all together, and just say that Armed Combat encompasses however you want to fight.

On ambidexterity: People i have know who were genuine ambidextrous are not significantly better at doing things then people who aren't. They have a few basketball shots that other people don't have, but a better basketball player will beat them every time.

Short version: off handed weapon skill clunky and irrelevant. The person with the higher armed skill should win because they are more skilled.

I am going to go even further and advocate the elimination of different damage codes on different melee weapons. Make all weapons STR +2 M physical. Keep the reach rules as is. Since there is no weapon speed of attack built into the game this would make a knife fighter who would stab you lots in a turn just as viable as someone who uses a Katana or a pole arm. With the exception of reach, combat would come down to a test of skills rather than bigger sticks.
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ShadowGhost
post Sep 18 2003, 04:04 PM
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The rule states that "The Secondary Weapon cannot be larger than the Primary Weapon", so you can use two equal sized weapons for dual wielding (ambidexterity or Off-Hand Weapon skill), but there are limits. CC has a table on page 96, Primary Weapons, and Secondary Weapons.

Primary Weapons, such as Katana, sword etc may only be used as a primary weapon, but secondary weapons, such as clubs, knives, etc. may be use in both hands. So a polearm in both hands is a no-no, but nunchucks in each is a go.
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Kurukami
post Sep 18 2003, 06:05 PM
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A friend of mine uses a cybermonster dual-wielder in a certain high-powered game, with a 6-point ambidexterity edge. Basically, he fights with katana and wakizashi, and since he's upped his edged weapons skill to some obscene level like 11 or so, he rolls 16 dice as his base attack. And then there's enhanced articulation, and the reflex recorder, which each add a die and kick his base attack dice to 18...

That is, of course, before combat pool. Admittedly, the character's got something over a hundred Karma, and is greatly focussed in this one area. He is, quite simply, a very fast human-looking ork duellist (with, I think, Heavy Weapons or Assault Rifles as his "ranged" skill) who, because of his astonishing skill, heavy cyberware (bumping his Strength to 12 or so), and Dikoted weapons is regularly able to kill manifested spirits within a Combat pass or two.

Evil, eh? :vegm:
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FritzZero
post Sep 18 2003, 06:31 PM
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that massive dice-chucking ork brings up a good question, and i can't recall if it was mentioned in CC:

If i have an adept with Edged (6), Improved Comabt Skill (edged) (6) and Ambidexterity (6), when fighting dually, do I roll:

a) (edged dice + Improved skill dice) + (edged dice/2)
(6 + 6) + (6 / 2)= 15 dice or

b) (edged dice + Improved skill dice) + ((edged dice+ improved skill dice)/2)
(6 + 6) + ((6 + 6) /2) = 18 dice?
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Person 404
post Sep 18 2003, 07:11 PM
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QUOTE (Jpwoo)
I am going to go even further and advocate the elimination of different damage codes on different melee weapons. Make all weapons STR +2 M physical. Keep the reach rules as is. Since there is no weapon speed of attack built into the game this would make a knife fighter who would stab you lots in a turn just as viable as someone who uses a Katana or a pole arm. With the exception of reach, combat would come down to a test of skills rather than bigger sticks.

Right. So if two people are knife fighting, one with a standard 'knife' (SR damage code: STR L), and one with a dikoted short Cougar fineblade (SR damage code: (STR + 1) S), they should both have the same damage code? Same for a normal sword and the monosword or vibrosword? There are some weapons in SR that are going to inflict very serious damage on average, even with one hit. (The monofilament whip comes to mind.) This doesn't seem like a good solution to me.
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