2-Weapon Style

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Tipop
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Postby Tipop » Thu Jul 27, 2006 12:35 pm

Well, what about increasing the cost of making offensive powers Move Action? A +2 Extra, perhaps?
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Postby farik » Thu Jul 27, 2006 12:41 pm

Tipop wrote:Well, what about increasing the cost of making offensive powers Move Action? A +2 Extra, perhaps?


I don't like multiple attacks in a rd period. They lead to escalation where more and more players want concepts that let them access the multiple attacks. You saw it happen all the time with HERO it was expensive to have a high spd but everyone seemed to decide it was worth paying the points for it no matter how expensive it got.

It goes beyond combat advantage and seeps into the territory of "Screen time" at the table.
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Postby Tipop » Thu Jul 27, 2006 1:01 pm

*shrug* I admit I prefer the options I presented earlier anyway.
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Postby albavar » Thu Jul 27, 2006 1:16 pm

Where is this Split Attack? Is it in the Mastermind Manual?

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Postby Tipop » Thu Jul 27, 2006 1:17 pm

In the main book, under Power Feats, page 110.
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Postby Paragon » Thu Jul 27, 2006 6:59 pm

A higher modifier would help, but as Farik says, multiple actions are always going to be dispreportionately attractive (especially in a system that defaults to assuming one; SAS is actually far worse than Hero in that regard because the range is smaller and the default opponent has less in the first place). That's one reason I was more than slightly horrified by the MaMa muliple attack power; this is better because it pays some attention to the potency of the attack, but I suspect if permitted its likely to produce power creep (Attack-as-Free-Action would be even worse, even if you only allowed one per round).
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Postby Jedi Consular » Fri Jul 28, 2006 8:57 am

MaMa also has rules for off-hand attacks.

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Postby Marshal Law » Fri Jul 28, 2006 5:00 pm

Nearly forgot...

One interesting thing I have seen done to make dual-weilding worth while, is to have two weapons - a sword and a dagger, say, but give each a different AP.

EG:

Magic sword:
Strike 5 (penetrating), AP Teleport

Left-hand dagger:
Strike 3, AP Shield.

***

In normal use, the hero attacks with the sword and defends with the dagger. But when he holds his sword aloft to use its magical teleportation ability (and so is unable to attack with it), he can teleport next to a badguy and attack them with the dagger instead.
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Re: 2-Weapon Style

Postby spikevampire » Fri Oct 22, 2010 7:29 pm

please, could someone help me understanding autofire???

i have understood i can take a normal check to hit someone. I have a bonus to the next DC saving throw as big as the amount by wich my attack roll succeds

I haven't understand the feat explanation on page 112...

Thanks


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Re: 2-Weapon Style

Postby poodle » Sun Oct 24, 2010 4:37 pm

autofire-for every two successes more than you needed to hit the target you get +1 to DC for damage up to half the damage of the attack. E.g. a rank 10 blast with autofire succeeds by 10 that means you can add +5 to the DC.
Autofire 2-for every success more than you needed to hit the target you get +1 to DC for Damage e.g you only need to succeed by 5 to get +5 to the DC.
Autofire 3 like autofire 2 but you can add up to the power level to the damage DC. e.g. a rank 10 blast succeeds by 10 you can add +10 to the DC of the attack.

As for two weapon fighting, what are you trying to achieve? Are they hand to Hand or ranged weapons? Are they trying to get multiple attacks or what? Strike, extra:area would represent a flurry of blows affecting everything nearby. limitation only with two weapons. All the suggestions are good ones. You could even take it as a power feat: attack specialisation: 2 sword fighting to represent someone who has trained in a specific style. 3 points would give you +6 to attack with two swords.

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Re: 2-Weapon Style

Postby TheComet » Wed Aug 21, 2013 10:14 am

Good thing there isn't a PL cap on the Thread Necromancy power! :lol:

Another option is to build a normal Mighty Strike 1 power (3 pp), then as an AP build this:

Strike 2, Mighty, Split Attack, Action: Full Round Action (3 pp) (Making a standard-action power take a full-round action decreases the cost to 1pp/2 ranks, Mighty feat +1pp, Split Attack feat +1pp).

That would give you a normal single hit as a standard action, or, a slightly more powerful hit as a full-round action that you can split between two targets.
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Re:

Postby FuzzyBoots » Mon Dec 02, 2013 10:58 am

farik wrote:Frankly I liked 1e's clear cut "only 1 attack per rd" guideline. In fact I've started treating "aura" effects as combined attacks with the player's strength in our games just so there is only a single save.

*blink* 2E, right? 1E Autofire let you make up to three attacks in one round.


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