03-19-2020, 01:31 PM | #1 |
Join Date: Mar 2020
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Dual Weapon/Extra Attack with combos
Hi everyone. I check (googled) and came up with nothing... I think this may just be a very old subject but i would love the input please. i know how extra attack and combinations work, i just don't know about the following.
I making a Martial Arts Char and ran into a problem that i couldn't work out. Combinations - 2 or 3 attacks in one attack (with pens) dual weapon attack - 2 attacks with buy off the -4 off hand Ambidexterity - use your off hand with the buy off -4 Right now i have all three, but with combinations i don't need those right? Cause the negs are added into it (-6 , -12 not using train by master or weapon master). So my question is, what would be the point (or is there a point) on getting dual weapon attack or ambidexterity with my combinations? |
03-19-2020, 02:35 PM | #2 |
Join Date: Feb 2016
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Re: Dual Weapon/Extra Attack with combos
So, DWA and Rapid Strikes cannot be used together, so that is a major factor. Rapid Strikes (except for cinematic fighters) suffer a -6 to skill, so they are less effective than DWA at -4 (especially since they do not inflict a -1 to defense when targeting the same individual). If you are using weapons for defense, Ambidexterity also compensates for the -4 to attack and defense, so it is useful for that reason (though there is perk that is the equivalent for a single skill).
In general, if you do not have cinematic characters, it is better to invest in high skill and use DWA to slice and dice. For example, a ST 14 and DX 14 character with Ambidexterity and Combat Reflexes can take Broadsword at DX+10 and make DWA attacks to the face with light clubs at skill 15 for 2d+1 crushing damage per attack. Every turn, you are dealing two major wounds, and you are making two parris per turn at defense 16. |
03-19-2020, 02:45 PM | #3 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Dual Weapon/Extra Attack with combos
There are three things here:
Rapid Strike is an option that allows you to make two strikes when you would otherwise get only one (Options exist to allow more than two). All the attacks are at a penalty that scales with the number of extra strikes. Dual Weapon Attack allows you to make a strike with two different weapons, with specific limitations. Both attacks are at a penalty. An off-hand attack is at -4 in addition to any other penalty for multiple attacks. A right-left combo would be -6/-10 without any of the relevant buy off traits. Combination would buy off up to -6, while Ambidexterity (or Off Hand Weapon Training) would eliminate the extra -4 for the off hand attack. Rapid Strike and Dual Weapon Attack are separate, and cannot be combined. Edit: And if you also have Extra Attack, you get one additional strike each turn when you select a maneuver that allows one or more.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 03-19-2020 at 02:49 PM. |
03-19-2020, 02:51 PM | #4 | |
Join Date: Mar 2020
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Re: Dual Weapon/Extra Attack with combos
Quote:
right now he has a 14 in both dex and strand my GM likes the extra effort rule so i thought i would show him the combinations i came up with but needed to work this out first. this is a cinematic build. |
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03-19-2020, 03:17 PM | #5 |
Join Date: Feb 2016
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Re: Dual Weapon/Extra Attack with combos
The problem with combinations is that they are highly structured. Every combination is a sequence of specific attacks that target the same locations every time. It is almost always worth the effort to purchase the skill rather than the combination.
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03-19-2020, 03:24 PM | #6 | |
Join Date: Mar 2020
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Re: Dual Weapon/Extra Attack with combos
Quote:
Karate kick - spinning kick (skull) - sweep kick the thing is not only will you have the neg for spinning kick (-6 or -12 with out train by master or weapon master) but you have the -7 for skull or the numbers would be Karate kick (-12) - spinning kick (skull) (-19) - sweep kick (-12) This is a example the only thing is if you set up your combo like this, you have to make a different combo if you want your spinning kick to, say, hit the arm (ie you cant change the combo once its made) as stated in the MA pg 80 |
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03-19-2020, 03:26 PM | #7 |
Join Date: Mar 2020
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Re: Dual Weapon/Extra Attack with combos
but what i wanted to know is what is better admdextiay or dual attack with my combos which i think i got the answer.... what im planning on doing (with GM ok) is extra attack with 2 different combos.
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03-19-2020, 08:51 PM | #8 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Dual Weapon/Extra Attack with combos
Quote:
Any attack with the off hand (whether part of a combination or not) is at -4. Ambidexterity or Off Hand Weapon Training eliminates that. I just reread the relevant page in Martial Arts and realized I had missed one item: A combination that uses both hands has reduced penalties.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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03-19-2020, 08:59 PM | #9 |
Join Date: Mar 2020
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Re: Dual Weapon/Extra Attack with combos
so even with extra attack i can only do one combo a turn, the only way around it would be alter time rate then and as far as i have ambidexterity then its all -what ever and i dont have the -4 from off hand on my attacks....right? i know i may be repeating myself but i want to make sure i have it down for my GM and where to look it up as will.
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03-19-2020, 10:45 PM | #10 |
Join Date: Mar 2020
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Re: Dual Weapon/Extra Attack with combos
MA 127
i found what i needed to know for all this on that page, thanks all for help. |
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