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#1 |
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Join Date: Jun 2008
Location: Boston area
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I have been asked whether one can use the two-weapons skill with clubs -- without having any other weapon talents at all.
Since club appears in the Ax/Mace section of the Weapons Table, one could rule that you need Ax/Mace so that you have some actual proficiency before you can use Two-Weapons. Else, Two-Weapons and club is a pretty cheap option that gives some offensive advantage and a lot of defensive advantages. But I can't really come up with a convincing argument (to me) that you'd need Ax/Mace or any other weapons talent in order to use Two-Weapons with clubs. Nonetheless, I thought it would be prudent to ask here and see if others disagree or regard this as bordering on abuse of RAW. |
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#2 |
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Join Date: Aug 2004
Location: Pacheco, California
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The effectiveness of clubs are amplified by bare handed damage ITL being one point higher than the Melee/Wizard examples. Throwing a javelin does more damage if you flip it over and toss it like a stick.
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-HJC |
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#3 |
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Join Date: Oct 2015
Location: New England
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I would allow Two Weapons with clubs, but would require Axe/Mace talent for use of clubs without an unskilled penalty. The idea that a mace, which is essentially just a weighted club (with the possibility of some pointy or sharp bits added to the weighted end), requires a talent while an ordinary club doesn't is absurd.
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#4 | |
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Join Date: Jun 2008
Location: Boston area
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Quote:
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#5 |
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Join Date: Oct 2015
Location: New England
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In all situations. This isn't to suggest that swinging a club is particularly difficult, but that the talent confers a knowledge of how to do so effectively in combat, just as swinging an axe to chop wood is relatively simple, but wielding one in a fight is less so.
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#6 |
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Join Date: Jun 2008
Location: Boston area
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You may well have a point, Shostak, but I'm not changing that part of RAW in my game. I reckon that clubs are allowed to be used without a talent just so one can improvise weapons. It would, after all, be hard to understand how a fellow with a 50/50 chance of hitting barehanded would drop down to about a 16% chance to hit when he picks up a baseball bat[1].
Of course, it's equally hard to understand how that same fighter might swing a bat with a 50/50 chance to hit, but drop to 16% when he picks up a mace. So, given that I keep the untalented use of clubs unchanged, would it be reasonable to wield two clubs just by spending two talent points for Two Weapons skill? [1] The figures are for a DX 10 fighter, who would throw four dice when using a weapon with which he's unskilled. |
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