Quote:
Originally Posted by ericbsmith
... a character that can double defend against the same attack will almost never fail a defense roll if they can get their defense roll up to 12+ (not too hard, especially in Dungeon Fantasy where skill-20 is not out of the question). And then you throw in Luck to cover the odd double-failure and they will basically never fail a defense roll. I just don't like the implications of a character being that untouchable in combat.
*IF* I were to allow Double Defense as an advantage at all I would only allow it to be used once per turn. ...
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Altered time rate already allows a character to (take a turn, perhaps to all out attack) and then all out defend, giving you two defenses against almost any attack. Something that just gave two defenses is presumably not as valuable. I agree it is not part of extra attack or dual wielding however - pay for it separately. 25 pts passes my gut check.