Strip 387 - "Two-Weapon Fighting part 1"

24th Sep 2016, 1:08 AM in Cave of No Return
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Otaku 24th Sep 2016, 12:07 PM edit delete reply
As that oddball that has very little D&D experience - hit or miss 3e campaign from 16 years ago, reading various D&D inspired comics - I'm impressed that the dual wielding rules seem to make sense. I'm used to GURPS (I'll keep it relatively short, I promise!).

Using your off-hand to perform a task where you'd normally use your dominant hand carries a -4 penalty, you you can train to remove this or simply take the Ambidextrous Advantage. When you use two weapons at once, there is a further -4 penalty for each weapon, and it stacks with the off-hand penalties (so dominant hand = -4, off-hand = -8).

Then remember that GURPS has one second combat rounds, and so usually you've only got one attack per round unless you forgo your defenses (block or dodge or parry) for an All-Out Attack (and select 2 attacks for the AoA bonus).

Yes... for me that is pretty short. XD
Rastaba 25th Sep 2016, 1:02 AM edit delete reply
As I was reading, I was wondering when she specified 'right' versus left if a mention of left-handedness was going to pop up...and right there it did. I am pleased when people take note of lefties!

Also, I find some irony in this mention of dual wielding not being worth it given DragonTrainer's OTHER webcomic is One Piece, and Zoro makes frequent use of dual wielding...technically triple but that's besides the point.
Otaku 27th Sep 2016, 12:18 AM edit delete reply
Well, Zoro in Grandline 3.5 is a monstrous build of a character to compensate for all his penalties... the kind that are given here to explain why dual wielding isn't so hot.
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