Help understanding two weapon fighting.

By Meathook2236, in Star Wars: Edge of the Empire RPG

My Gm (who is god tier, if I have to say so myself) and myself have a question regarding how two weapon fighting works. I'll use my character as an example.

From what I understand it would work like the following:
using two blaster pistols
agi 4
Ranged - Light 2

Firing at short range 1 difficulty die + 1 difficulty die for duel wielding

For this example I rolled 1 success and 2 advantages. I spend two advantages on my second hit, I don't make a roll for my second hit, it automatically hits, and I would do damage of 6 (base weapon) + 1 (1 success) - soak + 6 (second base weapon) + 1 (1 success) - soak.

The other school of though we have is:
using two blaster pistols
agi 4
Ranged - Light 2
Firing at short range 1 difficulty die + 1 difficulty die for duel wielding
For this example I rolled 1 success and 2 advantages. I spend two advantages on my second hit, I do make a second roll to attack for my blaster, that generates its own successes which can then be spent for what ever? Edit: Also if you do aim, it two weapon fighting works this way, does aim apply to both shots?

We can both see how it could go both ways mainly due to the line :

If he succeeds, he hits with his primary weapon as normal. He may also spend (advantage symbol) (advantage symbol) or (triumph symbol) to hit with his secondary weapon as well. If both weapons hit , he may spend additional (advantage symbol) or (triumph symbol) to activate qualities from either weapon.

So does that mean he has to roll a second to hit? Or does it simply mean that he can't spend any extra advantage until he has "paid" for his second weapons hit?

Edit: Question regarding aim.

Edited by Meathook2236

You roll for the second hit.

The way I read it is as follows:

1. You make the one roll following all the instructions on p210 and 211 for determining dice pools and difficulty.

2. If your roll generates any net successes your primary weapon hits.

3. If your roll generates any Advantages or Triumphs, you may spend 2 Advantages or 1 Triumph to hit with your second weapon if you wish, with any excess Advantages/Triumphs to be spent on other things as you see fit. You don't have to spend advantages to hit with your second weapon, you could use them for other things if you want, but I assume the point of taking the reduced dice pool/increased difficulty is to hit with two weapons in the first place.

4. Whether you hit with either one or both weapons (by spending 2 Advantages/1 Triumph or not), each weapons damage adds the total net successes to each score, with targets soak subtracted from each as normal.

Hope this helps!

Yep, Space Monkey's interpretation of it is how I understand it as well.

Not that you asked the question, but I also figure that if your second attack hits and you still have Advantage/Triumph left after paying the cost, you can use that to trigger criticals and/or special abilities from the second weapon as well.

Yep, you don't have to make a separate roll for the second shot, the original dice roll applies to both weapons.

We've found that while TWF looks really powerful, one-handed weapons start out considerably weaker, at least with Ranged weapons. The increased difficulty die typically reduces the total successes which keeps the total damage per weapon down, and with Soak counting twice, two blaster pistols don't seem to significantly outdamage a single blaster carbine (at least with a dice pool of YYG).

I think it's actually closer to the first example, though I believe you only get to spend any given success *once* per roll, so in your example, you would do base + 1 damage with the first blaster, and then just base damage with the second. So damage would be: (7-soak) + (6-soak).

The note about being able to spend Advantage/Triumph is, indeed, a note that if you spend Advantage to hit with the second weapon, you can spend any remaining Advantage to trigger crits or special qualities on either or both weapons up to the limit of your available Advantage.

Edited by Voice

I think it's actually closer to the first example, though I believe you only get to spend any given success *once* per roll, so in your example, you would do base + 1 damage with the first blaster, and then just base damage with the second. So damage would be: (7-soak) + (6-soak).

You don't "spend" the successes for greater damage. "Each hit deals its based damage, +1 damage per uncancelled success". Its not spent, its just included in the equation for calculating the damage. Notice it says unCANCELLED, not unUSED.

Edited by Emperor Norton

I'm AFB, but I believe Voice is right, successes are only added to one of the weapons' damage. At least the final beta update states the following (from page 9) "Each hit deals its base damage. Each uncancelled success deals +1 damage; the user distributes this additional damage amongst all hits in a manner of his choosing."

If this was modified or carried over to the corebook I'm uncertain of. The above means that netting 4 successes and 2 advantage on an attack roll you can activate a second hit, but you would distribute the successes between the two weapons. So if primary weapon has damage 6 and secondary has damage 7, you could either slap all onto one, or divide equally or unevenly. So either 10 for primary weapon and 7 for secondary, or 6 for primary and 11 for secondary, or 8 and 9... or 7 and 10, or whatever This decision would of course depend on the target's Soak value, to get the most out of each hit.

I'm AFB, but I believe Voice is right, successes are only added to one of the weapons' damage. At least the final beta update states the following (from page 9) "Each hit deals its base damage. Each uncancelled success deals +1 damage; the user distributes this additional damage amongst all hits in a manner of his choosing."

That bolded part is NOT in the final book. And they already clarified that changes to the final book from the final beta document were intentional and not mistakes.

This is the exact wording from the final book, exactly as I quoted before:

"Each hit deals its based damage, +1 damage per uncancelled success"

Edited by Emperor Norton

Then you are correct. Which is better and more in line with auto-fire. Goodie.

IMO, having a second roll is cumbersome and not worth it, considering you're already increasing difficulty by one AND you have to get two advantages in the first place. If you then had to succeed with a second roll at increased difficulty, then I don't see any reason to ever do TWF. Just doesn't seem worth it.

So, the way I see it: One roll. Optionally spend 2 net advantages to automatically hit with the second weapon. The same amount of uncancelled successes are used on both hits. Use any additional advantages to activate abilities on either weapon.

I'm AFB, but I believe Voice is right, successes are only added to one of the weapons' damage. At least the final beta update states the following (from page 9) "Each hit deals its base damage. Each uncancelled success deals +1 damage; the user distributes this additional damage amongst all hits in a manner of his choosing."

That bolded part is NOT in the final book. And they already clarified that changes to the final book from the final beta document were intentional and not mistakes.

This is the exact wording from the final book, exactly as I quoted before:

"Each hit deals its based damage, +1 damage per uncancelled success"

Fair enough. I had missed that change from the Beta.

Ok, and now to open another kettle of fish. If a character has Point Blank as a talent, does the + Damage get added to both weapons individually if both hit? Or is it simply + (Rank) Damage on the primary weapon?

Ok, and now to open another kettle of fish. If a character has Point Blank as a talent, does the + Damage get added to both weapons individually if both hit? Or is it simply + (Rank) Damage on the primary weapon?

It specifically states in the talent description that the damage from Point Blank is only added to one hit, the same way that Deadly Accuracy and Feral Strength work.

Two more questions regarding two weapon fighting. Lets say you have a blast actuating module on a pair of pistols that you are two weapon fighting with. Do you get two set back dice due to the draw back of the modification?

I probably shouldn't answer this as I don't have the book in front of me. But I don't think the setback dice would stack. If my memory serves, you use the weakest attack you have. So if only 1 weapon had the module, then that's the weapon you'd use for the primary attack...therefor the fact that they both have module shouldn't matter.