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Old 09-17-2007, 07:20 PM   #19
Incard
 
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Join Date: Aug 2006
Location: Woburn, MA
Default Re: Rules puzzle: Extra Attack and readying

Bill,

Anyone can parry with a second ready weapon without needing an additional advantage allowing them to do so.

For your fast thrower, there's some cool options in Martial Arts. There is an optional rule allowing Rapid Strike for thrown weapons, and notes that if the weapons weigh less than 1 lb. a piece, that up to 4 can be 'ready' in each hand. Imagine a ninja with a fist full of shuriken, quickly whipping them out one by one from the same hand. If your thrown weapons are too heavy for this rule, consider the Quick Swap perk, which allows you to move a ready weapon in one hand to an empty hand as a free action. So, if you're set up with rocks in both hands, this would be Rapid Strike, Quick Swap, Rapid Strike. If you have the Multistrike enhancement on Extra Attack (allowing you to use the same hand for more than one attack) you can do this with your Extra Attack instead of with the penalties for Rapid Strike. Additionally, Martial Arts has rules for Multiple Fast Draw. This allows you to draw additional weapons past the first at a cumulative -2 modifier to your Fast Draw skill.

You did not mention having the multi-strike enhancement on Extra Attack, so I am assuming you don't have this. So, if one has the following:
Fast Draw (Rock), Quick Swap (Throwing)
They can do this:
Round 1: Maneuver: Attack. No weapons readied. Fast Draw to ready 1 rock, Fast Draw at -2 to ready the other in the offhand. Make one attack with the main hand, then Quick Swap the off-hand weapon to the main hand and use your Extra Attack to attack again.

If you are highly skilled, you may want to Rapid Strike, and if you take the Off-Hand Weapon Training Perk with Throwing, you can throw with the off-hand, too. Here's that example:
Round 1: Maneuver: Attack. No weapons readied. Fast Draw to ready 1 rock, Fast Draw at -2 to ready the other in the offhand. Rapid Strike (-6) With the main hand, then Quick Swap and fire the other part of the Rapid Strike (also at -6). Those penalties can of course be lowered to -3 if the GM allows you to use Extra Effort: Flurry of Blows and spend 1 FP per attack. Finally, you can attempt another Fast Draw at -4 in the off-hand and use your Extra Attack.
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