2/10/2024 0 Comments Dual wielding hand crossbows![]() If you have a dagger (let's say 1-6), you can attack 3 times (reg. How much slower and how much more powerful depends on your APs. Attacks with 2 handers are slower but more powerful. Our armor system is different, so a shield doesn't increase your AC but increases your chance to block attacks, protects against criticals, and greatly protects against ranged.Ģ. So is much harder that much harder, like double damage on average, or significant chance to knockdown/stun?Well.ġ. much reduced armor from lack of shield, much slower attack. My gripe about two-handed weapons in every RPG I've ever played is that the payoff in damage never comes close to the penalty for wielding, ie. Or faced with multiple targets, you might even alternate between them. So you could stack a belt to have a tracer every second round and have a machinegun that was deadly accurate at range, or you could stack a belt without tracers that caused massive damage to anything that came close enough to hit.įor single shot weapons (more relevant to this discussion) you could stack every second shot to be alternately AP or JHP, for versatility, and you'd find yourself spraying the one that wasn't going to do much damage, and taking aim with the one that was. Firing a tracer in an ammo belt would temporarily reduce the cone of fire, but do considerably less damage. The FPS project I worked on long ago had a system where you could customise ammo belts, clips or revolver chambers and it created some interesting dynamics. If you wanted it to be more controlled, you could brainstorm a way to have a quiver work sequentially, so you can stack it like a firearm. ![]() It would further differentiate the bow/crossbow dynamic, and seems logical (though that doesn't necessarily make it right for AoD. Potentially, you could do it through a quiver acting as a container that you draw randomly from, and letting the player stack it accordingly. But like the tohers, I'd rather see that AP cost rolled into the shoot action and have a separate interface function that lets you select the type of arrow you're nocking. Or perhaps a giant wielding a human-sized greatsword in one hand and a hand crossbow in the other.The simplest solution would be to rename "reload" for standard bows to "pick arrow" and keep the 1AP cost. ![]() Such as a Heavy Crossbow mounted on a tripod, or a broken wall. While there are no one-handed heavy weapons within the Adventurer's Guide, you can get into various situations where a Narrator could allow you to fire a heavy weapon one-handed. You are simply allowed to make an off-hand attack if you take the attack action while holding a hand crossbow in the off hand. In addition to the loading quality removal, and the lack of disadvantage, you are no longer bound by the "Heavy" rule of dual-wielding so long as you are using a hand-crossbow in your offhand. The Hand Crossbow breaks the Two-Weapon rule by allowing you to use an off-hand crossbow. Now if you check the Two Weapon Fighting section, it does specify that you must use melee weapons. Dual-Wielding as a weapon trait does not specify that you need to be wielding melee weapons: ![]() If you have a weapon in your main hand that is not heavy, you can use a hand-crossbow in your off-hand to make a bonus action attack.
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