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Old 06-01-2016, 12:26 PM   #11
aesir23
 
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Join Date: Oct 2007
Location: Vermont
Default Re: [MA] [House Rules] A New Approach to Dual Weapons and Sword and Shield.

Quote:
Originally Posted by Varyon View Post
From what I understand, there's also the benefit that your foe needs to divide his attention a bit because he doesn't know which weapon you'll strike with.
This doesn't ring very true for me, at least not for Rapier and Dagger, where all most all combat takes place outside the dagger's reach.

It might be true in other situations, and I could see this as an argument for giving feint's some benefit when fighting with multiple weapons as well.

Quote:
Originally Posted by Varyon View Post
Allow characters to learn Dual Weapon Attack in a realistic campaign, even without a relevant Unusual Training Perk, but only have it apply when using a Beat-and-attack.
This...is a really good idea. Makes total sense and fits some plays I know from the manuals. (e.g. punta reversa).

To be honest, I'd always assumed that you weren't allowed to make one of your dual weapon attacks a beat or a feint. It opens up a lot of territory for the technique, and a lot of realistic option.

All I need then to feel happy with fighting with two weapons in GURPS is to invent the Dual-Weapon Counterattack Technique:

Last edited by aesir23; 06-01-2016 at 12:34 PM.
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