MRPG Dual-Wielding

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It is possible to dual-wield any weapon, regardless of practicality, probability, or sanity. It just takes a lot of work.

Attacking with the off-hand weapon takes a Free Action. See [[MPNP Combat Instances and Rounds#Attack Speed|Attack Speed for full details

Base Rules:

  • The character must have weapon proficiency for each weapon.
  • Each Weapon must be 1-handed
  • The Off-hand weapon suffers an attack penalty according to size as follows:
SizePenalty
SmallNone.
Medium-50%
Large-70%
Vary Large-90%
Immense-100%

This applies to the AV and not the number of Attack Dice, so any bonuses directly to attack dice are still applied.

See Dual Wielding Facets for information on how to change this.

Off-Hand Damage

Off-Hand weapon damage is treated as normal. Off-Hand weapons gain bonus damage dice from any applicable sources. A bonus that applies additional damage dice, such as a facet or enchanted item, applies to both equipped weapon.

Ranged Dual-Wielding

Many people will, immediately respond that dual-wielding ranged weapons is stupid and ridiculous. I say "neener-neener-neerner my game is cooler than yours!" to them.

Basic Ranged Dual-Wielding

First of all ranged dual-wielding will require a facet to even equip and off-hand weapon. Second, the players strength and dexterity must be able to meet the requirements for both stats for each weapon.

Example: a player wishes to equip a bow with a minimum DEX of 12 and a sword with a minimum STR of 10. BOTH STR AND DEX MUST BE EQUAL TO 12. When attacking, the character will automatically alternate between bow and melee regardless of whether or not a mob is within melee range.

Ranged Offhand-Penalty

Unlike melee, there is no offhand-penalty for having a melee weapon equiped to the offhand, since the ranged weapon also takes a major penalty from having both equiped.

As usual these penalties are reduced and removed through additional facets.

Advanced Ranged Dual-Wielding

Advanced Ranged Dual-Wielding is the use of two ranged-weapons at once. Players may still only equip one ammo-bag at a time, so they must use same-type weapons(E.G. two longbows, two crossbows, etc). Weapons can be mixed IF they use the same type of ammunition(longbows and shortbows both fire arrows).

Much like with dual-wielding melees, the player must have double the buffed dexterity as required for both weapons(or: higher DEX-requirement X2).

All combat calculations then use unbuffed-dexterity and damage is reduced by 50%.

Removing Ranged Penalties

It is possible, eventually, to remove all penalties form ranged dual-wielding and to thus do full-damage with each equiped weapon. It is not possible to mix weapon-types, however.

Mage Wars PnP

In Mage Wars PnP, Players are allowed to select multiple targets and attack a different ranged target depending on which hand they are using.

Dual-Wielding and Spellcasting

Dual-wielding does not impose any penalty on magic, so it is possible for mages to dual-wield and fight(hybrid classes will find this particularly useful.

Mages have facets which allow them to equip a spellbook to each hand. As covered in spellbooks, spellbooks count as melee weapons and are subject to dual-wielding penalties and rules.

Staves

Pure-magic classes(Endo-Mage, Exo-Mage, and Lifebringer) may equip a staff(nromally a 2-handed weapon) in one hand and a shield or spellbook in the other, without having taken any special facets. However, doing so makes them unable to attack with either.

Martial Weapons

Certain martial weapons can automatically be dual-wielded without imposing an off-hand penalty. These include:

  • Tonfu
  • Knuckler
  • Hand Wrap
  • Kama
  • Nunchaku

If one of these weapons is used, the attack is treated as a normal attack reguardless of whether it is main-hand or off-hand.

See Also: