Dual weilding?

By Strylith, in Game Masters

Has anyone thought to allow their players to take two shots with a weapon using the dual weapon rules?

I haven't. Just curious. I mean, a quick double tap could use the same rules, right? Fair?

Has anyone thought to allow their players to take two shots with a weapon using the dual weapon rules?

I haven't. Just curious. I mean, a quick double tap could use the same rules, right? Fair?

Two things:

  1. An attack is not like in Final Fantasy: one shot with a weapon done. A turn can be narrated a volley of shots, maybe some dodging or so (to illustrate the other guys). So, narratively, you are always taking multiple shots.
  2. There is a talent (Spitfire, in Gunslinger) specifically for doing what you describe, allowing you to hit second target when using two weapons. It only works with Ranged (Light) weapons, but there it is.

Funny thing is, allowing a character firing multiple weapons to hit multiple targets at an increased difficulty is exactly the sort of thing that an abstracted, narrative combat system should allow as a maneuver, and NOT cram into a special talent.

that's because normally even with two weapons yo ucan only fire at the same target, the two guns two different targets requires a talent. It's a balance reason as otherwise everyone would dual wield even hydrospanners

That's why you make it a tradeoff by making it harder.

Then again, some systems have NO penalty for using the two weapons against two different targets.

The game has the feature. A PC of lesser skills shooting at Minions already is taking multiple shots at multiple targets. It just doesn't have a roll for each shot, but that's how PCs disable multiple Minions. To be able to engage more capable targets in numbers, like Rivals and Nemeses, or larger volumes of Minions, requires a higher degree of skill and that's where the Talents come into play. It all occurs, some of it is narrative, some of it is mechanical, based on level of opponent and level of shooter skill/experience.

Has anyone thought to allow their players to take two shots with a weapon using the dual weapon rules?

I haven't. Just curious. I mean, a quick double tap could use the same rules, right? Fair?

Two things:

  • An attack is not like in Final Fantasy: one shot with a weapon done. A turn can be narrated a volley of shots, maybe some dodging or so (to illustrate the other guys). So, narratively, you are always taking multiple shots.
  • There is a talent (Spitfire, in Gunslinger) specifically for doing what you describe, allowing you to hit second target when using two weapons. It only works with Ranged (Light) weapons, but there it is.

To be fair I would also allow a melee character to do it and describe that their weapon is sharp on both sides of the blade or one side and a sharper end for a hard point and same increased difficulty and advantage cost. Essentially they swing and hit get the advantages and hit with other side of the blade or pointed end for more damage.

Edited by Kilcannon

It's not unbalancing imo, but I personally like the option that 2 different pistol weapons bring to the table in the form of damage, effects, and HPs.

Oh I agree, but for those who don't want two weapons because of style this would give theme a way to keep up or be specialists themselves

Oh I agree, but for those who don't want two weapons because of style this would give theme a way to keep up or be specialists themselves

At that point you're giving all weapons a bad form of Linked 1.

Moreover, you open the door for a weapon with Linked 1 to "double-tap" and get up to 4 hits in a single roll.

On the plus side, it doesn't really help Autofire weapons.

On the surface it's not game breaking.

Except if they are used an expensive super weapon with mods up the razoo. Then they are getting the benefits of 2 weapons but only paying for 1. So using this House Rule with a 300cr holdout blaster is ok, but with a tricked out 1900 + attachments & mods DR-45 Dragoon is unfair on the rest of the party.

The basic combat check assumes the character is pulling the trigger as fast as possible, doing their absolute best to rain death, 2 pistols doubles the amount of fire.

My suggestion for the player is to make liberal use of the Aim maneuver, it the systems representation of putting all of your time and efforts into nailing you foe. In particular if he wants to be great at the "Double Tap" he needs to pick up the True Aim talent.

There are mechanical ways to do what he wants without changing the rules. It's your game so if your original suggestion works in the group then go with it, but it's not as balanced as it seems.

Edit: forgot to mention, someone with 2 weapons out has no free hands for other tasks, this HR lets a character get the TWC benefits without using both hands.

Edited by Richardbuxton

Oh I agree, but for those who don't want two weapons because of style this would give theme a way to keep up or be specialists themselves

At that point you're giving all weapons a bad form of Linked 1.

Moreover, you open the door for a weapon with Linked 1 to "double-tap" and get up to 4 hits in a single roll.

On the plus side, it doesn't really help Autofire weapons.

What if hard point cost is 2 instead of one preventing as many mods on that weapon

Edited by Kilcannon