MZ3K
Grandmaster
Sup
I would suggest first familiarizing yourself with this sever before making any further posts in the suggestions forums. Just a thought.
I already addressed that. You never reply to the content of a post. Never.
Sup
I would suggest first familiarizing yourself with this sever before making any further posts in the suggestions forums. Just a thought.
@halygon
Proposal:
If testing were to reveal that a regular weapon in the RH and a small weapon in the LH were over-powered, then
- Create a dual wield skill
- Any character whose melee skill is greater than x can equip a small weapon (knife, dagger, cleaver, etc.) in their LH.
- Whenever a player fights with a weapon in each hand the dual wield skill (DW) increases.
- The lower of the melee skill and DW determines the player's chance to hit with the LH weapon.
- The lower of the parry skill and DW determines the player's chance to parry with the LH weapon. (Optional)
If testing were to reveal that a small weapon in each hand were under-powered, then
- appropriately reduce the damage done by weapons when both the RH and LH are equipped, or
- permit a small weapon in the LH only when a small weapon is also in the RH.
- appropriately increase the damage done by small weapons , or
- create a special move whose use would require that the player have two small weapons equipped.
Regarding templates:
Two free hands are needed to cast, one free hand is needed to use pots. This would preclude magery and alchemy from templates with dual wield. I've already stated that melee would be a prerequisite for dual wield. I think it's fair to assume that tactics, resist, and (to a lesser extent) anatomy, are must-haves for any melee fighter. As such, viable dual wield templates would include five skills:
That leaves room for two more skills. There are three fighting skills that a player might want to add to that template:
- Tactics
- Melee weapon
- Dual wield
- Resist
- Anatomy
- Healing
- Parrying
- Poisoning
Regarding poisoning:
Poisoning increases the chance to poison on a hit from 20% to 40%. On the face of it, the combination of dual wield and poisoning seems to have the greatest potential to result in an OP template. However, I don't think that the combination would be as OP as it might seem at first blush:
First, dual wielders wouId not hit twice as often: Given a fight between GM fighters, there is a 50% chance that any one swing will hit its target. Consequently, during the time it takes for a single wielder to swing once, the dual wielder would have a 25% chance of hitting his opponent twice and a 50% chance of hitting his opponent exactly once. Therefore, if there is a 40% chance to poison on a hit with GM poisoning, then the single wielder's chance to poison on one swing is 20%; whereas the dual wielder's chance to poison during the same amount of time would be 36%.
Moreover, if a player were to include poisoning in her template, she would have to forgo either healing or parrying (assuming that the ability to parry with the LH weapon were included in the implementation). Given that the dual wielder can't equip a shield, if she were to forgo parrying, she would sacrifice a great deal of defense. However, if she were to forgo healing instead, she would forgo all opportunities to regenerate that would not require her to de-equip and re-equip.
Extra historical stuff:
During the renaissance, dual wielding two daggers, or a dagger and a rapier, was a popular fighting style. Generally, the dagger was used to parry blows, but it also provided extra attack options.
... it needs to be unique somehow and have it's own niche.
If it's just that you can use two small weapons and do damage that is roughly equivalent to that of a traditional dexer, then what's the point of introducing the skill? If it does more damage than a traditional dexer, then everyone will just dual wield and no one will play traditional dexers. If it does less damage than no one is going to bother using dual wielding.