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powered by the apocalypse => Dungeon World => Topic started by: agony on May 10, 2011, 10:09:38 AM

Title: Dual Wield with New Damage
Post by: agony on May 10, 2011, 10:09:38 AM
How do you handle Dual Wield with the new class based damage rules?  One die less than the class normally receives?

We have a Fighter with the Dual Wield ability is why I am asking.  So he should be doing 1D10 + 1D8?
Title: Re: Dual Wield with New Damage
Post by: sage on May 10, 2011, 11:44:47 AM
Argh, I forgot to update that! Sorry sorry sorry.

I'm leaning towards it being a flat +d4. Adding a dice based on the size of the class die increases damage A LOT.

Dual wielding definitely needs to be clarified, especially who can do it and what benefit they get. I'll think on this some more, but I'm leaning towards something like this:

Anyone can attack with two weapons, as long as neither is two-handed. When you attack, you choose one or the other to be attacking with, and use tags accordingly. Dual-wield lets you attack with both, at once, so long as both are applicable. If you do attack with both, you deal +d4 damage, and use both weapons' tags.



That means your average person can carry two weapons, but its more of a fallback situation. Maybe a sword as a main weapon, and a dagger for anyone who gets in close. With dual-wield, you're more likely to carry two similar weapons and use them at once. A dagger and a sword isn't as powerful, since their ranges are different, but two swords means +d4 damage and tags from both. I think that should make your dual-wielder happy, and it seems fictionally-sound to me.
Title: Re: Dual Wield with New Damage
Post by: agony on May 10, 2011, 11:50:53 AM
Yeah, that's a pretty good solution.  Still very beneficial (much better than a flat +1 damage) but you do have to still abide by the tags and can't use a shield.
Title: Re: Dual Wield with New Damage
Post by: skinnyghost on May 10, 2011, 01:32:48 PM
I think +d4 is a solid addition and definitely allows for some magic weapons, custom moves, blah blah blah that let you up that to d6, too, or throw a bonus on it.

The Left Hand of Robillion
If held in the off-hand of someone with the Dual Wield move, this enchanted duellist's dagger increases off-hand damage to d6.

Etc.
Title: Re: Dual Wield with New Damage
Post by: wombatkombat on May 10, 2011, 02:24:40 PM
while upping damage from d4 to d6 is nice it is boring.  I'd rather something magical happen beyond a higher die.  maybe a gorilla pops out angry at everyone.
Title: Re: Dual Wield with New Damage
Post by: evilben on May 10, 2011, 03:17:17 PM
having it add d4 is a good idea. i had stopped using it because it felt was too strong. with just adding the tags of the off hand weapon and d4 the most that a fighter can get out of it is + (d4+1) which is a decent amount of damage but nothing game breaking like it was. (but i agree that using one die under the classes damage die would be a mistake)

it was 2d8+2 (under level 6) (min 4 max 18 avg 11[4.5 + 4.5 + 2])
its now d10 + d4 + 2 (under level 6) (min 4 max 16 avg 10[5.5 + 2.5 + 2])

well i guess the damage hasnt really changed that much... but with the damage of the other classes coming up (with damage no longer linked to weapon) its not as large of a gap. (at least in our party)
Title: Re: Dual Wield with New Damage
Post by: agony on May 10, 2011, 03:29:58 PM
Well the Wizard does substantially less with a bow/sword, although Jeremy abandoned his mundane weapons when he redid his character I guess.  Better watch out for Fireballs I guess.
Title: Re: Dual Wield with New Damage
Post by: evilben on May 10, 2011, 03:43:13 PM
true, but he abandoned them because he couldnt carry them due to weight restrictions. bardic healing is the same so fireballs should be fine...

and magic missile does okay damage, with an adept hireling it does 2d4+3 at our level. (min 5 max 11 avg 8), fireball doesnt do that much more 2d6+3 (min 5 max 15 avg 10) wizard probably should get a move to add + damage to their damaging spells though... im not sure about empower spell, it still seems like the penalties you will take for using it are greater than the benefit you get for using it. at least you cannot use it a lot or you will soon cripple yourself. (either with the ability to cast spells or physically beaten up) i dont have any real experience with it though, as our wizard does not have it.