Post
Mon Apr 09, 2012 12:07 pm
Since BFRPG doesn't have official multiple attacks, that keeps the dual wield from getting crazy damage, or more relevant, allowing multiple targets. This also gives your dirtier fighters (and thieves) the option to use an empty off-hand to punch someone. I might - might - consider letting a back-stabbing thief have a second, regular attack if their back stab succeeds, but that may over-balance.
How would you stack this with the single melee opponent +1AC option from Combat Options? Since you don't know you need the 2nd roll until you miss, I'm thinking either 1) you always get that bonus, or 2) you lose the bonus until your next turn. This also lets you decide if you want to go for the back-up strike, or keep your parrying blade ready (and a stronger defense) against a more formidable fencer.
Something else I've been contemplating is using dice shifts for multiple weapons - a single roll, but you increase your damage die by one from two-weapons - based on the "primary." So short sword (1d6) + dagger does 1d8, mace (1d8) + hand axe (or dagger) is 1d10, etc. This keeps the same rough average as a "best of" damage roll (I'll need to fiddle with the hit/miss to see how it stacks against the 2nd hand, 2nd chance approach), increases damage slightly, and keeps a single die in play. Enchantments make this a little trickier - either best of, or average of (round up). One complication here is how this compares with two-handed weapons. This puts your Long and Short blade wielder in the same damage class as your Two-hander, only he doesn't need to disarm entirely to free up a hand - and just about any pairing will be lighter and cheaper than the two-handed weapons. Some sort of counterbalance is needed (like a potentially dex-mediated attack penalty). The inverse - attacking multiple opponents and dealing out smaller damage dice is something I've been mulling over for Fighters (in lieu of multiple attacks), though mostly as a thought exercise and exploration in design.