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BeastmanJenkins

Two Weapon Fighting questions

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You always use the higher difficulty and increase it by one.

Clarification: this is how autofire works, but (as Dono outlined) not attacking with two weapons.

Firing at two targets simultaneously is improbably difficult, and even in settings where it is appropriate (IMO, Star Wars joins The Matrix and western gunslinger flics here), it requires some level of bad-assery or specialized training. Hence, the Spitfire talent!

Huh, I assumed since you independently determined the difficulty pools, the attacks could independently target. I'm forced to concede that your interpretation is consistent with a strict reading of the rules and is strongly implied by the existence of the Spitfire talent.

The implementation of Spitfire is pretty bizarre though. If you shoot a mook at close range, you get to hit a nemesis with a personal deflector field at range? It gets even worse if you have light repeating blasters, or something else with Autofire. Or does combined check mean something else?

 

 

maybe you must say before attack, that you want to shoot two target, then take bigger difficulty.

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Spitfire relegates itself to checks made with two weapons, which itself is limited to Ranged (Light) (and of course one-handed melee) checks. It isn't as broken as autofire is, and it's a bottom-tier talent, so I say, what's the big deal.

If it gets to where the GM thinks it's out of hand (easy hit on the nemesis with a dinky pistol, hooray), just use the Imperial Valor talent or the squad rules.

Not all pistols are dinky; the Disruptor pistol and the SE-14r light repeating blaster (which has autofire) are notable exceptions. I think putting the brakes on obvious cheese is probably a better solution than giving every BBEG Imperial Valor. YVMV.

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Or you can just make a simple houserule: Extra hits from Spitfire can only be assigned to targets of equal or lower Adversary Category with respect to the original target.

 

If the Gunslinger rolls against a Nemesis, they can assign to a Nemesis, Rival or Minion. If they roll against a Rival, they can assign to a Rival or Minion, but not to a Nemesis. If they roll against a Minion, they can only assign to another Minion.

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Radon,

That seems like a good idea, pretty simple and does play into the spirit of the game.

As far as reflect or Parry go, what about taking number of yellow dice you have in light saber as a raw value and adding it to the reflect value subtracted from damage.

Or

increase the value as follows -> 1= base reflect value, then add the rank value of each rank of the light saber skill to the reflect value. Thus add 2 additional for rank 2 light saber skill, then 3 more for rank 3, 4 more for rank 4 and finally 5 for rank 5. However, you must have a matching number of ranks of reflect. With 5 ranks of Light saber skill and 5 ranks of reflect you could reflect a 21 point damage attack. This way a Jedi could reflect some lighter vehicle weapons, which I think we've all seen/read in various places. Overpowered?

Edited by doktor grym

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Spitfire relegates itself to checks made with two weapons, which itself is limited to Ranged (Light) (and of course one-handed melee) checks. It isn't as broken as autofire is, and it's a bottom-tier talent, so I say, what's the big deal.

If it gets to where the GM thinks it's out of hand (easy hit on the nemesis with a dinky pistol, hooray), just use the Imperial Valor talent or the squad rules.

Not all pistols are dinky; the Disruptor pistol and the SE-14r light repeating blaster (which has autofire) are notable exceptions. I think putting the brakes on obvious cheese is probably a better solution than giving every BBEG Imperial Valor. YVMV.

 

 

For the sake of argument: let's say you're my kid, to whom I give an allowance.

 

I'm not gonna dock your allowance just because you might use that allowance to buy smelly cheese. I could talk to you about the dangers of buying smelly cheese—or perhaps explain nicely that, if you bring smelly cheese into my house, I reserve the right to eat it. But there are many more options than smelly cheese out there. So here's your full allowance, go have fun, and remember to be responsible. 

 

It works the same way at my gaming table. I'm not gonna make a blanket houserule because I think a small handful of weapons might be problematic. I'm not going to make rules accounting for cheese or power gamers. If I get a power gamer, I will deal with it then. But I'm not gonna stop everyone's fun and stop everyone from being awesome because someone might try and "abuse" the rules. If I can handle a player Jury-Rigging a Heavy Blaster Rifle, I can handle this. 

 

As to specific guns:

I count exactly 3 pistols that might concern me. One (whose real power is inflicting critical injuries anyway—and you can't use the same Advantage to crit if you're also using it to activate a second hit) is highly illegal, expensive, limited to short range, and hard to hide on one's person; one has the limited ammo 1 quality and is also limited to short range; and one costs as much as a high-performance airspeeder. There is balance inherent in the system, so much so that I feel very supported as the GM by the game rules. As it happens, there are a couple guns that I think would be excellent with the Spitfire talent, and those are the HH-50 (for its Linked rating) and the Sorosuub X-30 Lancer (for its range).

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That's a good policy. If your players are mature and you know them well, I bet it works without incident.  I would worry about a player building his or her character toward a particular exploit, and then feeling put out when you needed to make adjustments because the exploit was disruptive to play.  Some people just don't handle it well when you eat their cheese, particularly if they've been looking forward to it.

 

I'm sure Spitfire is far from the most egregious example of possible cheese.  If you do something like what Radon suggested; it can still be tasty, but probably won't get as smelly.

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Ok guys, I finally got a second weapon (same skill of the first one), so just to get it straight:

 

- Would a secondary weapon with Superior and Curved hilts triggers their benefits when activated, or only the primary weapon with them will?

- If I only hold the secondary weapon possessing passive abilities (Defensive, Deflective, etc), but does not attack with it, will those benefits still occur and will I need to add the Purple die anyway?

Example: I have a primary lightsaber with an Ilum Crystal, and a secondary with Lorrdian. If I only attack with the Ilum one, but hold the Lordiann with my other hand, will I still get both Defensive and Defelctive bonuses?

- Does Defensive/Deflective item qualities stack with Defensive/Deflective talents?

 

Thanks!

Edited by Volkomor

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My answers to the above, In order...

 

- Yes, so long as it's not adding more dice to the pool.  So the free advantage from Superior or a curved hilt are added in.

 

- The passive qualities occur, but if you're not using it as part of a two-weapon attack, there's no difficulty increase.

 

- The official rulings from the devs on this is that you only take the best Defensive/Deflection bonus of the various sources.  So if you had a Lorrdian crystal that offered Defensive 1 and Deflection 2, and then had 2 ranks of the Defensive Training talent, you'd have a +2 to your melee defense and +2 to your ranged defense.  As for using a Lorrdian crystal as the focusing crystal of a curved hilt that's been modded to provide a rank of Defensive and them stacking, I personally would allow it since the crystal and hilt are both attachments to the same item, that being a lightsaber hilt.  So a fully modded Lorrdian crystal and fully modded curvied hilt would provide you Defensive 3 and Deflection 2.

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