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dual wielding

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dual wielding

Postby DullandRusty » December 6th, 2017, 2:00 am

how do you guys that allow dual wielding 2 weapons work the attack phase? do you have the hero roll the dice from both weapons all at once (example, a 3 attack weapon and 2 attack weapon = 5 dice vs whatever the monster's defense dice stat is) or do you split the two attacks up allowing the monster to defend against both weapons (example attack with 3 dice then attack with 2 dice with the monster rolling their normal defense dice each time). also in both cases, do you allow the hero to split his attacks up if there are two targets, using one weapon vs one target and the second vs a second adjacent target?
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Re: dual wielding

Postby Anderas » December 6th, 2017, 3:41 am

I have but one or two heroes with access to it. They have to wear the same weapon in both hands. Then they get one additional attack die.

Some here give a second attack straight away. I don't, because I made some calculations and I feel that this ability would be too strong for my games.


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Re: dual wielding

Postby lestodante » December 7th, 2017, 6:25 pm

a double attack will be too strong in my opinion.
I'd prefer to apply Anderas rule instead. Consider that to proper handle 2 weapons at the same time you need appropriate skills.
So better add an extra die or to allow a second attack (and a second defense to the monster)


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Re: dual wielding

Postby mitchiemasha » December 7th, 2017, 7:42 pm

The Short Sword in our games is Dual Wield (not diagonal attack). Own 2 have 2 attacks. Stacking it in 1 attack is powerful but 2 separate attacks not so. This can be used on 2 different monsters. If the same monster, it defends twice, once to both attacks. Same as the brew.

This is fun, nice and simple. The down side for that hero is it can't use a shield.

For the standard British rules it is too powerful but utilising US BP and other mods like unique monster traits, a good balance.

I don't like to make it +1Ad6 (3d6) as this offers no difference to game play from the broadsword, except the loss of a shield hand. Perhaps a cheaper way to get 3Ad6 due to the loss. It's important to me that every additional mod adds a different perspective, ways to play, otherwise there's little point to the mod.

2 attacks does already exist, the brew, Dual Wield simply unlocks it. This character with a brew would get 4 Attacks, lethal. Remember though, 2 attack dice is quite week once deep in the game. Especially up against a Fimir getting a free counter attack, Tail Bash, if not killed. This would happen before the second attack. 3Ad6 in this case would hold more power. Now, not having that shield seem like a bad idea.


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Re: dual wielding

Postby j_dean80 » December 7th, 2017, 8:20 pm

The rule regarding multiple attack monsters:

A Hero rolls defend dice once for each attacking monster. For example, a Hero attacked by three Zombies gets three separate defend rolls. A Hero attacked by a monster with multiple attacks, however, gets only one defend roll against that monster per turn, no matter how many of the monster's attacks are directed at the Hero.

I would think a multiple attack Hero would work the same way as the given rule.
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Re: dual wielding

Postby mitchiemasha » December 8th, 2017, 12:06 pm

j_dean80 wrote:I would think a multiple attack Hero would work the same way as the given rule.


Ahh! the Polar Warbear. It has been brought up before but NOOOOOO! lol!!! It doesn't have to work in reverse, unless specified and even if it was we can choose to not use it. BQP is not an English release, another part the Americans messed up. Heroic Brew existed before it and Dual Wield in mechanics is basically that, there's no mention of the monster not getting a 2nd defence.

The Hero not getting a second defence I'd play as specific to the Warbear and other characters one might make to be similar to it.

For the sake of a perfect mod and character play style, the monster defends twice. If we wanted to nerf it more, the hero could have to predefine 2 attacks on 1 or split attacks. But, an undefended 2nd attack would be OP.

The game 'play style' choice is to go for 2 weak attacks or 1 strong attack and better defence. Having the 2 weak attacks is useless against strong enemies but holds value in a team, when faced with large hordes, especially undead that reanimate. Those Goblins with MAM the EW will need to split up as an elf with Dual Wield will easily mince through them. It's a simple mod that adds so much spice and flavour, extra variety to the game.


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Re: dual wielding

Postby mitchiemasha » December 8th, 2017, 12:21 pm

Lets also not forget... Short Swords are easily damaged. 2BS in 1 roll and your down to 1. Might be an idea to have 3, 4 even. All those extra attacks are going to bring the Hero closer to a damage roll.

Damage: Discard an equipped bought weapon when rolling Black Shields equal to its base value (+1 weapons are 3).

Edit: Notice the 'bought'. Your start weapon is considered pretty dull anyways and you never drop lower than that. Unless a Quest where you have weapons taken off you. One can theme this as using the damaged weapon at the start value or the player always has the start weapon. I will add... We don't play the Barbarians starting on 3 as the Broadsword. He has +1 combat bonus in melee attack.


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Re: dual wielding

Postby burglekutt » August 16th, 2018, 8:04 am

Only my Thief can Duel Wield & I spit the offhand SSwords power to give a +1 Attack &+1Def. This way when maxed out the Thief has a 4Att(LSword+SSword/Saber Diagonal) & a 4.5 Deff(Leather Armor+Buckler+SSword/Saber Diagonal.)

I never was a fan of two separate attacks & feel a 2Att weapon isn't worth the extra swing later in the game anyway, so I just put em together.
I haven't tried it yet but do wanna see the results.

Saber- 2Att Diagonal.
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Re: dual wielding

Postby mitchiemasha » August 16th, 2018, 5:11 pm

Josh wrote:I never was a fan of two separate attacks & feel a 2Att weapon isn't worth the extra swing later in the game anyway.


That's exactly why a hero might choose to play that way for a while, then move on to a more powerful attack when things start to heat up. Giving more choices and paths to follow, to try out, through out that Heroes life, as they progress. It's also away of absorbing Treassure/Gold as the hero will likely move on from that option at some point.

I prefer quests that require thought in putting a good team together, each with unique strengths to help reach the goal. Not just all super strong bad arse with the same mechanics, yet different tools to achieve it, there's no spice in that. It's meant to be a contrasting Hero of the group, not the strong guy who kills off the big baddies, but the quick guy to remove the weaker ones faster, making room for the strong guy to get in and do his stuff. In some quest that can be a valuable player. He/she, deals with hordes of goblins, rats, skeletons like no other (edit: but faced with something much bigger, you better get ready to run).

Exactly why it's 2 Attacks, 2Ad6, takes up both hands and not the same as owning the battle Axe 1 Attack, 4Ad6, takes up both hands.


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Re: dual wielding

Postby burglekutt » August 19th, 2018, 4:19 pm

mitchiemasha True it is good for taking down weaker enemies, but it adds no Defense. I suppose I don't mind the two Attacks but must let the player also gain a Defense Die for it too. A guy with two swords flailing about would thematically make sense for an extra Defense Die.

Also the Thief/Duelist have tough restrictions as it is on Armor, that you gotta give em at least one extra Die for Defense from it. I think so.
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