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Kilcannon

Two Handed Fighting

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Unless I'm wrong there is no advantage to holding a weapon two-handed which I believe should exist.  I am thinking of giving a boost die to a character whenever they hold a one handed melee weapon two-handed.  I am considering giving the same to a one handed ranged weapon as well, but not sure if that makes sense like a melee weapon.

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This already exists: it's called the "aim" maneuver. 

 

In a in a game of 6-second combat round length, I would agree that a distinct two-handed bonus should be awarded. But in a system where combat rounds are incredibly variable lengths, where physical positioning is more of a rough estimate and movement is expected in the cinematic narrative (even when no "move" maneuver is being performed), holding your weapon two-handed is "just something you do for better control." That is what the aim maneuver is all about.

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It is my belief that holding a saber with two hands doesn't really provide any tangible benefits, other than greater control (which as already mentioned can be covered with aim). The main reason for this belief is the difference between lightsaber damage and regular melee weapon damage. Lightsaber damage is a flat number and without talents you do not add characteristics to that. Melee weapons on the other hand are a +X damage meaning you add that to your brawn therefore your strength factors directly into your damage. The difference being swinging a lightsaber "harder" does nothing to enhance its damage.

Now as to the "saber-lock" scenario, I'd have them make opposed athletics checks and throwing in a boost dice for a two handed grip would absolutely be appropriate in my eyes

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In response to another question the original poster asked.  It is much more efficient to use hand gun with two hands.  If you are firing a hand gun with only your right hand the recoil will pull the gun up and to the left.  If firing left handed it will pull up and to the right (these are the open spots in your grip).  When using a correct shooting grip your off hand will cover this gap.  This will not only remove the non vertical recoil it will also reduce the vertical recoil.  This will only effect subsequent shots as the round will leave the barrel before the recoil moves the firearm.

 

As with all things be very cautious about trying to make your game to real.  Introducing real world physics often makes things less fun, more cumbersome, and way to deadly. 

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As with all things be very cautious about trying to make your game to real.  Introducing real world physics often makes things less fun, more cumbersome, and way to deadly. 

Very well said.

 

This system was never designed to be a combat simulation, and as such is never going to "properly" replicate how things work in the real world.  Just the fact that a single combat round in this system defaults to one minute as opposed to the handful of seconds that most other RPGs (including the ones trying to be tactical combat simulations) use.

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