11-23-2016, 03:53 PM | #11 | |
Join Date: Jul 2008
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Re: Dual weapon attack & offhand weapon
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-23-2016, 07:14 PM | #12 |
Join Date: Jun 2013
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Re: Dual weapon attack & offhand weapon
In hopes of avoiding derailment (and potentially confusing a new player), I think I'll bow out of the DWA debate for this thread.
Have we sufficiently answered your questions, AllySanders? |
11-23-2016, 08:15 PM | #13 | ||
Join Date: Sep 2014
Location: mostly in my head
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Re: Dual weapon attack & offhand weapon
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I don't have the martial arts book, so the basic set rules are all I have to go by, but I did talk her into just taking ambidexerity as an advantage to do away with the need for the off hand training technique. She has purchased dual weapon broadsword and dual weapon shortsword at 5 pts each to fully buy off the penalty for both weapons. The game is to be a high fantasy style, and cinematic traits will be allowed. Thanks all for the help! :) |
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11-23-2016, 08:30 PM | #14 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Dual weapon attack & offhand weapon
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in the Basic Set Off Hand Weapon Training (knife) is a technique that cost [5] to full pay off the offhand penalty, however when compared to Ambidexterity it was found to be too expensive for buying off the penalty for only a single weapon skill. so MA introduced Off Hand Weapon Training (knife) as a perk and only cost [1] to pay off the full -4 penalty for using a weapon in your off hand of a given type. GURPS Dungeon Fantasy introduced Deal Weapon Attack (Rapier/Main-Gauche) as a unified single technique as RAW for the sub-genre, while DF's genre rules are not exactly backwards portable to apply in any GURPS game but it is mostly a fit for what you've been describing so the rule should work in your campaign. The main difference DF strips "Town/Society" from the Campaign priorities and focuses only on Dungeon crawl, so traits like Status are unnecessary for the campaigns Knights, but the Campaign also doesn't do thing like court intreague like other High fantasy styles do Last edited by roguebfl; 11-23-2016 at 08:38 PM. |
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11-25-2016, 05:40 AM | #15 |
Join Date: Nov 2012
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Re: Dual weapon attack & offhand weapon
Some last points that haven't been raised:
Dual weapon attack is not the only reason to carry two weapons. Cross parries (+1 to parry and helps in resisting weapon breakage by combining weapon weight, at the cost of preventing multiple parries; it's from Martial Arts, but the concept is pretty simple) are very useful, as is the ability to throw the off-hand weapon to even the numbers or create shock penalties just before charging into melee (especially if it's an axe...). Always having a spare ready weapon in case of disarms or arm locks is handy, too, as is having ready weapons with different reach profiles (e.g rapier/main-gauche). [EDIT TO ADD: cross parties actually give +2; see below]
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Craig Last edited by CraigM; 11-25-2016 at 04:33 PM. |
11-25-2016, 08:55 AM | #16 |
Join Date: Jan 2011
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Re: Dual weapon attack & offhand weapon
In terms of community and people who might play/help you play, I feel that the GURPS Discord server might also be helpful:
https://discord.gg/yEyrENY It's faster paced than the forum, but you'll get a lot of good feedback from there too!
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A Literate Programmer's Blog: My blog about whatever comes to mind, including GURPS. |
11-25-2016, 11:21 AM | #17 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Dual weapon attack & offhand weapon
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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11-25-2016, 04:23 PM | #18 | |
Join Date: Nov 2012
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Re: Dual weapon attack & offhand weapon
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The lighter weapon being the one that breaks strikes me as another benefit. Better to snap a knife than a rapier; inexpensive and easy to carry spares.
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Craig |
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