Rules questions

By warhawk1955, in Descent: Journeys in the Dark

I have a couple of rules questions

1. Trenloe the strong has a morning star equiped in his main hand and a sword in his off-hand.

Morning star 3 surge +1 Damage (off-hand bonus +1 damage and 1 free surge) red 2 yellow die

Sword 2 surge + one damage (off-hand bonus +1 damage) red green die

So does he 2 red, 2 yellow, 1 green, and 3 power die for his attack? or does he just roll just 1 red and 2 yellow die for his attack and get +1 damage from the off hand bonus?

2. Ispher has the Axe of returning Daze (1 surge +1 dmg) (2 surge +2 range) and rolls 4 surges Does Ispher get 4 extra damage and +4 range?

Thanks in advance

warhawk1955 said:

I have a couple of rules questions

1. Trenloe the strong has a morning star equiped in his main hand and a sword in his off-hand.

Morning star 3 surge +1 Damage (off-hand bonus +1 damage and 1 free surge) red 2 yellow die

Sword 2 surge + one damage (off-hand bonus +1 damage) red green die

So does he 2 red, 2 yellow, 1 green, and 3 power die for his attack? or does he just roll just 1 red and 2 yellow die for his attack and get +1 damage from the off hand bonus?

2. Ispher has the Axe of returning Daze (1 surge +1 dmg) (2 surge +2 range) and rolls 4 surges Does Ispher get 4 extra damage and +4 range?

Thanks in advance

1. The hero attacks with one weapon, and adds the off hand bonus of the second weapon to the first attack. That is all. No adding dice, no adding options, just add the off hand bonus.
There is also no 'main hand' and 'off hand'. The hero can pick either weapon at any time.

Trenloe should attack with the Sword and roll red+green from the sword, add trait dice (2 black dice if not upgraded) and add +1 surge and +1 damage from the morning star.
If he attacks with the morning star the rest of the heroes should club him to death for extreme incompetence. The sword does better damage (1 green does more damage, both average and max, than 2 yellow) and has a better surge-damage conversion rate. And the morning star has a better off hand bonus.
Yellow dice are nice for adding range, but weak for damage. Green dice are nice for damage, but weak for range. Melee weapons don't use range.

2. No. Surges are spent (pg5) to pay weapon special ability costs. The example on pg 10 allows extra damage or knockback for two surges, not both. When you spend something (a surge or surges) it is gone and you can't spend that same thing again on something else. You can spend other surges on something else.