Ambidextrous Talent (Tactic)

By schoon, in Warhammer Fantasy Roleplay

Hi Folks,

I was just brainstorming on the possibility of making an Ambidextrous Talent Card, but was at loggerheads about the potential game effect.

It would seem that many of the Action Cards that use two weapons are already considered relatively powerful (Double Strike, Twin Pistols), and don't need any more "help".

What other effect could the Talent have?

I think they have done away with the need for ambidextrous talents, which I think is fine. I always hated In D&D that fighting with two weapons was nearly useless until you several feats which took really long to get especially if you're a rogue class. one of my friends always want to play rogue with two weapons and has some really cool ideas about it but they always get stomped by the rules. Thats a shame.

This system allows for two weapon fighting straight away which is good and fun.

So to answer your question: No I don't think an ambidextrous talent is needed. every class has access to good dual weapon fighting actions and if you train in weapons appropriate you'll get better at dual wield also.

Why must it relate to combat?

I would do it like the 'Night Vision' rule, if you wanted one - roll 2 less misfortune if using your 'off-hand' for anything.

but that would also make it immensely better in combat since you're using your off hand and would therefore effectively deduct two MF dice from any potential armour or defensive action cards the adversary is using.

unless you would rule it to only work outside combat?

How about:

Roll 2 less on any manipulation skill check when either hand is free.

I had an ambidextrous PC in one of my games, and I just ruled it as a specialisation of coordination. Not very generous, but a lot of RPGs seem to make ambidextrous some sort of superpower, and ambidextrous PCs seem to crop up at a remarkable rate.

Here's an idea - add two black dice to all rolls that require two-handed attacks, such as double strike and twin pistols as above, and have ambidextrous negate some of those dice. This then fixes those cards from being way too powerful.

phobiandarkmoon said:

Here's an idea - add two black dice to all rolls that require two-handed attacks, such as double strike and twin pistols as above, and have ambidextrous negate some of those dice. This then fixes those cards from being way too powerful.

I was just gonna suggest that as well. Ambidex could reduce it to the 1 MF penalty it is now.

But I don't see ambidex as a tactic. its not like you stop being ambidex whenever you employ a different tactic. perhaps it should be a specialization of coordination as mentioned above.

anyway this is the solution i'm using for my DH coversion of WFRPG3rd.

Lucas Adorn said:

but that would also make it immensely better in combat since you're using your off hand and would therefore effectively deduct two MF dice from any potential armour or defensive action cards the adversary is using.

unless you would rule it to only work outside combat?

Do you rule that 'night vision' takes away from defence when fighting in 'low light'?

(actually, there might be an arguement for that...)

But, yeah, as I thought my post suggested, I would use it outside of combat (two-weapon strike is overpowered enough already...)

monkeylite said:

I had an ambidextrous PC in one of my games, and I just ruled it as a specialisation of coordination. Not very generous, but a lot of RPGs seem to make ambidextrous some sort of superpower, and ambidextrous PCs seem to crop up at a remarkable rate.

You know what? I like this best. Simple and in the spirit of things.

monkeylite said:

I had an ambidextrous PC in one of my games, and I just ruled it as a specialisation of coordination. Not very generous, but a lot of RPGs seem to make ambidextrous some sort of superpower, and ambidextrous PCs seem to crop up at a remarkable rate.

I have also seem a remarkable number of ambidextrous characters in my time, not really a representative number I would say. Something about the life of an adventurer is more beholden to people who can write with either hand.

If it comes up though I think this is the simplest and most elegant solution to the question. Perhaps you could make dual weild a specialisation to weaponskill too, with a bit of training you can get used to using either hand just fine. Look at basketball as an example; how many basketball players can dribble with both hands? Shoot with both hands? A lot less than the number of ambidextrous players I betcha.

I have always used the following method;

Roll one D6 and one D12.

If the D6 has th higher result - the character is LEFT handed. If the D12 has the higher result - the character is RIGHT handed. If both die have identical results the character is AMBIDEXTUROUS.

I like the idea that ambidexturous would confer a free specialisation under co-ordination, and you could specialise under weapon skill for dual wield. Different fighters employ different techniques so this could be expanded for their fighting style: ie standard infantry would train the specialisation Sword and Shield, whilst musketeers would train the specialisation gunpowder weapons (arquebus), and spearmen would train the specialisation pole arms (Spear).

(PS: I also swap the specialisation fortune dice for an expertise dice, and the the traing expertise dice for a fortune dice - a knack more than dedicated training).

Alp

That famous duel in "The Princess Bride" changed everything, especially in RPGs.

Necrozius said:

That famous duel in "The Princess Bride" changed everything, especially in RPGs.

There are like five famous duels, but I assume you are talking about the cliffside duel with Montoya.. "But I am not left handed... Neither am I!"