WP Paired melee PS/Punch damage bonus
Posted: Mon Apr 25, 2022 5:39 pm
How do people handle paired weapons PS/Punch damage bonus (SDC or from supernatural PS as per my other poll)?
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drewkitty ~..~ wrote:To keep it simple I'd do the following, if a strike hits....even if the character is using two melee weapons or using empty handed strikes, each hit gets the PS bonus added to it.
Killer Cyborg wrote:Stab somebody with a dagger, the damage is 1d6+PS bonus.
Stab somebody with a dagger twice, the damage is 1d6+PS bonus and 1d6+PS bonus.
Stab somebody with two daggers at once, the damage is (1d6+PS bonus) + (1d6+PS bonus).
narcissus wrote:It's clear to me that the sheet needs to support the first option, but I do have some questions of logic for those of you that apply it.
Do people that add the PS bonus per arm double the PS bonus when using a two-handed weapon?
If not, why not?
If the PS bonus is per arm, then 2 arms used to power the attack should mean double PS bonus, shouldn't it?
Related, if a Rahu-Man (4 arms) has a PS of 30, he gets 4x his damage bonus on a 4-arm attack.
Can he lift twice what a two-armed PS 30 creature can?
He's using all 4 arms to lift, so if the PS is in each arm, why can't he lift more?
What about a Zebuloid?
They have 1D4x10+18 tentacles. If they hit with 10 of them, do they get 10x their damage bonus?
Conservatively, if they have 28 tentacles and use half of them to stand, giving them 14 "arm" tentacles, can they lift 7x more than a 2 armed creature with equivalent strength?
I feel like the two need to relate. Either the PS is "per arm",
in which case lifting weight increases with the number of arms you have, or the PS is an attribute of the creature, and is the most they can lift - or the hardest they can hit - using all available appendages.
Killer Cyborg wrote:The PS bonus isn't per arm; it's per attack and/or per weapon, depending.Related, if a Rahu-Man (4 arms) has a PS of 30, he gets 4x his damage bonus on a 4-arm attack.
No.
narcissus wrote:I'm really not trying to be obtuse, but I'm having trouble reconciling the following in my mind:Killer Cyborg wrote:The PS bonus isn't per arm; it's per attack and/or per weapon, depending.Related, if a Rahu-Man (4 arms) has a PS of 30, he gets 4x his damage bonus on a 4-arm attack.
No.
If the bonus is per weapon, and the Rahu-Man is hitting with 4 weapons - one in each of his arms - then why wouldn't he get the bonus on each weapon?
Kraynic wrote:narcissus wrote:I'm really not trying to be obtuse, but I'm having trouble reconciling the following in my mind:Killer Cyborg wrote:The PS bonus isn't per arm; it's per attack and/or per weapon, depending.Related, if a Rahu-Man (4 arms) has a PS of 30, he gets 4x his damage bonus on a 4-arm attack.
No.
If the bonus is per weapon, and the Rahu-Man is hitting with 4 weapons - one in each of his arms - then why wouldn't he get the bonus on each weapon?
I can't speak for KC, but what I got from your example was a Rahu-Man using all 4 arms on one big weapon.
Kraynic wrote:...what I got from your example was a Rahu-Man using all 4 arms on one big weapon.
Kraynic wrote:In the end, the "problem" with increased automation of sheets is how it can hinder people using home brew rule edits. I would look at all your sheet automations from that aspect. "If I set things up this way, can people still easily run things differently if they wish?" If you can keep that flexibility, then all should be good.
Killer Cyborg wrote:Exactly!
If he's hitting with four weapons, that'd be 4 arm attacks, not a 4-arm attack.
If a quad-strike is possible akin to the twin strike available with Paired Weapons, it would do (weapon+PS bonus) + (weapon+PS bonus) + (weapon+PS bonus) + (weapon+PS bonus).
narcissus wrote:So yes, what you're saying jives, in that the PS bonus is quadrupled in this case. And, a Zebuloid with 10 weapons in its tentacles striking with all 10 at once would have 10x their PS bonus applied. I understand the logic, but I still think it's somewhat ridiculous since it ties PS damage to the number of arms you can hit with. More arms, more weapons, more PS damage.
Killer Cyborg wrote:Edit: And just to elaborate, IF you make a mutant octopus with the extra limbs mutation from MiO, with multi-limb coordination, and you get WP Paired Weapons 5 times, and you give your character 10 sabers, I'm pretty sure you can do a deca-attack with all ten arms on the same target for 20d4 MD.
Four-armed characters only need to take W.P. Paired Weapons once, not once for each pair of arms.
narcissus wrote:Killer Cyborg wrote:Edit: And just to elaborate, IF you make a mutant octopus with the extra limbs mutation from MiO, with multi-limb coordination, and you get WP Paired Weapons 5 times, and you give your character 10 sabers, I'm pretty sure you can do a deca-attack with all ten arms on the same target for 20d4 MD.
In RUE WP Paired states:Four-armed characters only need to take W.P. Paired Weapons once, not once for each pair of arms.
So I don't think you'd need to take it more than once. But I suppose it depends on if you interpret "four-armed" to be "exactly 4 arms" or "more than 2 arms". Given the "not once for each pair of arms" statement, I fall in the latter camp.
Nekira Sudacne wrote:I come to this thread to make a comment, only to realize KC has said everything that needed to be said.
Killer Cyborg wrote:Nope.
PS isn't per arm; it's per person (or in some cases, per object).
Killer Cyborg wrote:Back in TMNT, it might have been different.
ShadowLogan wrote:Killer Cyborg wrote:Nope.
PS isn't per arm; it's per person (or in some cases, per object).
Technically correct that applies the vast majority of the time for Lift/Carry or damage or damage bonuses. The exception being if you have limbs with individualized PS Stats (like with cybernetic/bionic limbs, bio-wizard limbs, and possibly specialized gear/powers that alters PS of that particular limb). While this exception doesn't apply to the specific examples used (Rahu-man, Zebuloid, or Octo-man/mutant-octopus), it can still apply in terms of limb numbers when augmented limbs are involved.
ShadowLogan wrote:and you can not use guns (which might explain New West's use of specialized skill for specific guns, though these are OCC special skills IIRC).
W.P. Paired Weapons is designed for melee weapons like knifes, swords, clubs, etc., not guns. When shooting two guns at once there is a penalty of -2 to strike with the regular hand and -6 to strike with the off-hand.
narcissus wrote:ShadowLogan wrote:and you can not use guns (which might explain New West's use of specialized skill for specific guns, though these are OCC special skills IIRC).
RUE does provide a provision for guns (though it's not awesome):W.P. Paired Weapons is designed for melee weapons like knifes, swords, clubs, etc., not guns. When shooting two guns at once there is a penalty of -2 to strike with the regular hand and -6 to strike with the off-hand.
I assume that if you don't have WP Paired you're shooting wild for both hands (-6), so it does provide some respite - 4 less on the strike penalty with your primary hand.
Candy wrote:2-handed weapons seem to lose so I'd houserule you can add double the PS damage when wielding that way (or double punch with SNPS)
Killer Cyborg wrote:Keep in mind that two-handed weapons in general already do extra damage to begin with, and part of that damage represents the strength it takes to wield them.
narcissus wrote:drewkitty ~..~ wrote:To keep it simple I'd do the following, if a strike hits....even if the character is using two melee weapons or using empty handed strikes, each hit gets the PS bonus added to it.
This is how I used to play it back in the day (TMNT), but now I use the second option (which I realize is very much a house rule). Here's why -
I don't think twice damage bonus was the original intent, and it makes WP Paired an absolutely essential skill for any melee fighter. Forget a 2-handed weapon - it doesn't double my damage bonus. From a logical perspective, a guy with a 2-handed axe and a PS of 30 is going to put everything he's got into it. So why does a guy with a PS of 30 and 2 hand axes hit twice as hard? There's no way that each of his arms is swinging as hard as the 2-hander. It'd be a like a baseball player going to bat with one arm instead of two.
I definitely appreciate knowing what you and other players/GMs do though, as I want to make sure my sheet has options to cover the bases.
narcissus wrote:Killer Cyborg wrote:Keep in mind that two-handed weapons in general already do extra damage to begin with, and part of that damage represents the strength it takes to wield them.
Kind of, but not when comparing against 2 one-handed weapons. Ex. a big, two-handed axe is in the neighborhood of 4d6, but a one-handed sword is around 2d6. So weapon damage is a wash with paired weapons. In a lot of cases the weapon damage from 2 one-handed weapon beats the weapon damage from 1 two-handed weapon.
Killer Cyborg wrote:But out of curiosity, does anybody know how things stack up in real life combat?
Does dual-wielding come out more lethal than two-handed weapons?
Borast wrote:If doing a simul strike, I would likely only apply ONE PS damage bonus.
Borast wrote:Incidentally, some players have successfully used a single arm when at bat. Peter Gray played in the Big Show in '45 - only had one arm, and an almost 26% on base percentage in 77 games played. More recently, Jim Abbot, despite playing in the AL ('89-'99), was reputed (by team mates) to have dinged several homers in batting practice, despite not having a right hand.
But out of curiosity, does anybody know how things stack up in real life combat?
Does dual-wielding come out more lethal than two-handed weapons?
Sure... those guys had a PS of 45
Borast wrote:Killer Cyborg asked:But out of curiosity, does anybody know how things stack up in real life combat?
Does dual-wielding come out more lethal than two-handed weapons?
Speaking purely hypothetically...
Depends.
Generally speaking, the two-handed weapon IRL is "more" lethal, in that you can cause more trauma with it. But, you can kill someone with a saturday night special just as well as a Desert Eagle. The difference is the amount of trauma done AFTER impact.
In the case of a two hander, it is slower off the mark, harder to control than a smaller weapon, and more difficult for the wielder to recover from in the event of a miss. Also, if the wielder of the shorter weapon can make it within the arc of your weapon, you have two choices at that point, abandon the monster, or die.
For dual weilding, again, hypothetical, since I have no weapons training beyond "always treat is as loaded, and always point it away from whatever is not your target!" However, from what I have seen in various media and video of actual MAs, dual weilding is generally intended for the second weapon to act as shield and for opportunity attacks. I would presume that a dual blow would open the weilder to the foe for an attack that you could not defend against. It would likely also be slower than a typical attack, due to the need to change stance before the attack.
Think about it like a punch. How often do you see a fighter use a double fist punch? (I'm not talking about a two fisted hammer blow to the an exposed upper torso...you see those all the time... )
What I *do* know, and has yet to be reflected in any game I've ever played, BLOCKING a larger weapon with a lighter weapon is suicidal. Parry instead to cause the incoming blow to be defected...otherwise, as you fall over dying, you'll be staring at the stub of what used to be your weapon.
Killer Cyborg wrote:Bringing fists into things is interesting, because yeah, double punches are rare.
BUT I have seen it happen in martial arts forms before, I'm pretty certain. Horse-riding stance, with simultaneous punches thrown from the hip, both arms doing the same thing.
Not sure what the combat purpose would be; maybe there isn't one.
Borast wrote:Killer Cyborg wrote:Bringing fists into things is interesting, because yeah, double punches are rare.
BUT I have seen it happen in martial arts forms before, I'm pretty certain. Horse-riding stance, with simultaneous punches thrown from the hip, both arms doing the same thing.
Not sure what the combat purpose would be; maybe there isn't one.
Thinking more on the issue...I'd say a double strike would be one PS bonus. The horse stance punch is the perfect example. When you punch, you're throwing in your power from the hips up, and including the torque from the turning the torso into the blow. With the double punch, you're losing all the power from the torso.
As for possible combat purpose...overwhelming defences? Your opponent may not be able to defend fully against simultaneous attacks against two separate locations? Once past the defences, you may be able to use the contacting hand to perform a lock or nerve hit?
I am aware of a twin blow that works - finger strikes to nerve junctures at the shoulder. It temporarily paralyses the arms, making the next strikes almost undefendable. (I have an acquaintance whom is trained, and claims he has used it in a match.)
ITWastrel wrote:I think we need to keep in mind the facts.
We're not talking nitty-gritty wound tracks and depths, here. It makes zero difference if one strike or another would or would not be more devastating using one or two hands, nor does the stance, the exact maneuver, or any other minutia.
This is a game. SDC and HP are an abstract concept that covers not only physical health, but an overall fitness for combat. The damage numbers are also an abstract of just how devastating, on average, the weapon is.
Since it's an abstract with game rules, we can do some math and determine the Average damage for dual vs single wielding, and compare some weapons.
ITWastrel wrote:I think we need to keep in mind the facts.
We're not talking nitty-gritty wound tracks and depths, here. It makes zero difference if one strike or another would or would not be more devastating using one or two hands, nor does the stance, the exact maneuver, or any other minutia.
This is a game. SDC and HP are an abstract concept that covers not only physical health, but an overall fitness for combat. The damage numbers are also an abstract of just how devastating, on average, the weapon is.
Since it's an abstract with game rules, we can do some math and determine the Average damage for dual vs single wielding, and compare some weapons.
Weapon: Big Honkin' Sword.
3d6 SDC/HP per swing, two handed.
With a +10 PS damage bonus, min/max/avg damage: 13/28/20.5
Weapon: Two Pointy Boys
1d4 SDC/HP per swing, one handed, paired
With a +10 PS damage bonus, min/max/avg damage: 11/14/12.5
Assuming 4 APM and a 50% success rate for attacks vs dodge/parry, the average DPR here is:
BHS: Two successful attacks at (MMA13/28/20.5) inflict 26-56 SDC/HP, Average 41.
TPB: Four successful attacks at (MMA11/14/12.5) inflict 44-56 SDC/HP, Average 50.
The Big Honkin' Sword does more damage per swing, but the same (or less) damage per round. Because his weapon is big and slow, but devastating. Muscle makes that hurt worse, sure, but the main damage is from the sharp metal bits.
The Two Pointy Boys don't do anywhere near as much damage individually, though their ability to be used more often allows for more attempts at injury. This allowance is balanced in the game rules with a skill investment, Paired Weapons, and cannot be achieved without that skill and proficiency in the weapons used. PS damage bonuses (and other static damage bonuses) are more important here, as they are the mechanism through which that investment is paid.
The damage bonus appears to be well deserved for Paired Weapons. Does anyone disagree?
ITWastrel wrote:Any mook can pick up a large weapon and do damage with it.
Zero skills needed. Zero investment. Mook + BHS = Damage.
A Paired Weapons fighter requires skill investment. You need Paired Weapons skill, and the Weapon Proficiency for that weapon.
TWO skills. BIG investment for some characters.
A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
Blue_Lion wrote:ITWastrel wrote:Any mook can pick up a large weapon and do damage with it.
Zero skills needed. Zero investment. Mook + BHS = Damage.
A Paired Weapons fighter requires skill investment. You need Paired Weapons skill, and the Weapon Proficiency for that weapon.
TWO skills. BIG investment for some characters.
A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
What bonus are you talking about the mook with no skill is not getting a bonus.
The paired weapon fighter gets bonus to strike (hits more often).
options to do things that the mook with a big stick can not do.
Parry and attack at the same time gives you the option to avoid your foes auto dodge/parry skill.
The issue is not the mook getting bonuses but the PW shanker choosing sub par weapon to attack with.
Damage in this case is not a bonus but the nature of the weapon.
ITWastrel wrote:Blue_Lion wrote:ITWastrel wrote:Any mook can pick up a large weapon and do damage with it.
Zero skills needed. Zero investment. Mook + BHS = Damage.
A Paired Weapons fighter requires skill investment. You need Paired Weapons skill, and the Weapon Proficiency for that weapon.
TWO skills. BIG investment for some characters.
A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
What bonus are you talking about the mook with no skill is not getting a bonus.
The paired weapon fighter gets bonus to strike (hits more often).
options to do things that the mook with a big stick can not do.
Parry and attack at the same time gives you the option to avoid your foes auto dodge/parry skill.
The issue is not the mook getting bonuses but the PW shanker choosing sub par weapon to attack with.
Damage in this case is not a bonus but the nature of the weapon.
Lemme try again.
The Mook with a big stick invested nothing to do 4d6+ps damage.
The Shanker, now armed with big, 3d6+ps super knives, invested two skills. One for Paired Weapons, another in WP Super Knives.
The Shanker spent TWO skills to get double attacks.
The Shanker deserves to do more damage.
Even if the dual weapons guy had a weapon that did 10 dice damage, he still spent two skills to get double attacks.
My argument is simple.
Spending two skills is an appropriate price to double your number of attacks, and there is no need to penalize paired weapons, nor to give unjustified buffs to two handed weapons.
Wait you think the individual weapon should do more damage based off skill selection? (that seams unneeded and gives a even greater advantage than a dual wilder already has.)
The shankers double attack would be (3d6+PS)+(3d6+PS) =6d6+PS+PS to the mooks 4d6+PS see the issue does not exist. (your own numbers disproved your stance.)
At this point I do not think the issue is the skills or weapons. 1 two handed weapon should do more damage than 1 one handed weapon.
Skill is not about increasing damage but increasing chances to hit thus giving better chances to hit, it also gives you better defense so you take less damage.
Damage is a effect of a weapon not a skill (other than special cases like fencing).
Blue_Lion wrote:I did not put words in our mouth I asked a question.
Your stance is kind of confusing.
A person with daul wild should do more damage than a mook with a big stick but you are not talking about changing weapon damage.
Are you saying that because you pick up the two skills that each attack should get bonus damage based on the number of skills being used? (that seams like it could get really problematic.)
Wait you have an issue about daul wilders doing less damage than 2 handed weapon but you think the individual weapon damage is irreverent?
I never said that 1 handed weapons should only get 1/2 ps damage.
What i said is the bonus for skills is not damage but increase chance to hit, parry and perform moves that are not available without a skill.
Damage is a function of a weapon and some weapons are just better at dealing damage than others.
Looking up it appears your issue is you are dealing using high end and not average to throw off the numbers numbers. I would not think some random mook with a stick would have a PS of 25. With high end PS bonus should make up a significant part of the damage, but Two handed weapons do not get double bonus so some think they are treated unfairly by high end PS.
Lets assume average range of stats say PS 14, level 4.
Mook with a big stick base accuracy 80% base parry bonus 0.
Shanker base accuracy (going knifes) base accuracy 90% bonus to parry +2.
Now lets give them hand to hand skill basic.
they are 5 attacks with +2 parry dodge.
So in a vrs match.
Shanker is 90% accuracy +20% parry+10% dodge roll with punch.
Mook is is 80% accuracy +10% to pary doge or roll with punch. (I do not think roll with punch works with knifes.)
As you can see the shanker has clear statistical advantage not linked to damage.
Assuming no dodge adjusting accuracy for parry.
The Mook should hit 60% of the time.
the shanker 80% of the time.
Mook attacks 5 times lands 3 hits.
Shanker 5 double attacks attacks lands 4 attacks for 8 hits.
Hmmm..... seams daul wild should be wining this fight if we do not look at weapon damage.
Now lets look at damage.
You called out a big stick. The highest blunt damage according to rue pg 326 is 2d6.
you called out pen knifes so verry small 1d4.
So mook does 6d6 (6-36)
small knife shanker does 8d4 (8-32)
Normal knife shanker 8d6 (8-48)
So the mook has higher end damage but the sanker has better low end and likely average damage.
If the shanker was using a normal damage knife 1d6 He would completly blow the mook out of the water.
PS bonus for rolling high PS would also favor the shanker.
When most weapon skills do not add to individual weapon damage why should daul wild.
Looking at it with the bonus for skills your complaint seams shallow. (your both 50% accuracy negated the real bonus for skill)
Weather the do to static bonus from high stat or just weapon damage the double attack should be consistently doing more damage than the mook.
Note: dual wild is baked into some hand to hand styles so it would not always be a investment of two skills to daul wild.
I would think a shanker would be using hand to hand assassin and not basic.
How do you handle paired weapons PS/Punch damage bonus?
ITWastrel wrote:Blue_Lion wrote:I did not put words in our mouth I asked a question.
Your stance is kind of confusing.
A person with daul wild should do more damage than a mook with a big stick but you are not talking about changing weapon damage.
Are you saying that because you pick up the two skills that each attack should get bonus damage based on the number of skills being used? (that seams like it could get really problematic.)
Wait you have an issue about daul wilders doing less damage than 2 handed weapon but you think the individual weapon damage is irreverent?
I never said that 1 handed weapons should only get 1/2 ps damage.
What i said is the bonus for skills is not damage but increase chance to hit, parry and perform moves that are not available without a skill.
Damage is a function of a weapon and some weapons are just better at dealing damage than others.
Looking up it appears your issue is you are dealing using high end and not average to throw off the numbers numbers. I would not think some random mook with a stick would have a PS of 25. With high end PS bonus should make up a significant part of the damage, but Two handed weapons do not get double bonus so some think they are treated unfairly by high end PS.
Lets assume average range of stats say PS 14, level 4.
Mook with a big stick base accuracy 80% base parry bonus 0.
Shanker base accuracy (going knifes) base accuracy 90% bonus to parry +2.
Now lets give them hand to hand skill basic.
they are 5 attacks with +2 parry dodge.
So in a vrs match.
Shanker is 90% accuracy +20% parry+10% dodge roll with punch.
Mook is is 80% accuracy +10% to pary doge or roll with punch. (I do not think roll with punch works with knifes.)
As you can see the shanker has clear statistical advantage not linked to damage.
Assuming no dodge adjusting accuracy for parry.
The Mook should hit 60% of the time.
the shanker 80% of the time.
Mook attacks 5 times lands 3 hits.
Shanker 5 double attacks attacks lands 4 attacks for 8 hits.
Hmmm..... seams daul wild should be wining this fight if we do not look at weapon damage.
Now lets look at damage.
You called out a big stick. The highest blunt damage according to rue pg 326 is 2d6.
you called out pen knifes so verry small 1d4.
So mook does 6d6 (6-36)
small knife shanker does 8d4 (8-32)
Normal knife shanker 8d6 (8-48)
So the mook has higher end damage but the sanker has better low end and likely average damage.
If the shanker was using a normal damage knife 1d6 He would completly blow the mook out of the water.
PS bonus for rolling high PS would also favor the shanker.
When most weapon skills do not add to individual weapon damage why should daul wild.
Looking at it with the bonus for skills your complaint seams shallow. (your both 50% accuracy negated the real bonus for skill)
Weather the do to static bonus from high stat or just weapon damage the double attack should be consistently doing more damage than the mook.
Note: dual wild is baked into some hand to hand styles so it would not always be a investment of two skills to daul wild.
I would think a shanker would be using hand to hand assassin and not basic.
That was a lot, and you don't get my stance, at all.
I am addressing the core question, how should PS damage bonuses be applied to paired weapons attacks.How do you handle paired weapons PS/Punch damage bonus?
From OP.
The QUESTION of this THREAD is "How do you handle paired weapons PS/Punch damage bonus?"
The ANSWER is, obviously, 100% of PS damage bonus is applied to every attack, or Option A in the poll above. This is RAW, RAI, and how it's supposed to work.
The REASON is, because that damage, along with other static damage bonuses per swing, are how the Paired Weapons skill pays off the two (2) skill investment required for the toon to even attempt dual wielding.
The CONSEQUENCE of Option B, above, is that Paired Weapons skill loses most of it's value, as PW damage goes down dramatically, especially at higher strengths.
I am UNINTERESTED in continuing this. I will not return to this thread.
If you cannot figure my stance out now, call whomever is supposed to be in charge of you and maybe they can help you.
ITWastrel wrote: A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
Blue_Lion wrote:ITWastrel wrote:A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
That is the question I am addressing.
What did he do to earn the PS bonus, get high PS score but I no have I seen anyone else double bonuses to skills for him.
It almost seams like I disproved your Mook stance so you tried to shift the goalpost back to just the original question as you step out.
Prysus wrote:Blue_Lion wrote:ITWastrel wrote:A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
That is the question I am addressing.
What did he do to earn the PS bonus, get high PS score but I no have I seen anyone else double bonuses to skills for him.
It almost seams like I disproved your Mook stance so you tried to shift the goalpost back to just the original question as you step out.
Greetings and Salutations. I have no idea what you think you disproved. I'll try to recap some of this thread for you.
Original Poster asks about the rules.
People agree it's per hit.
Some people commented they don't think that's the intent, because it makes 1-handed weapons more deadly than 2-handed weapons. There are mentions of reducing the 1-handed P.S. damage bonus, as well as talks of doubling (or at least x1.5) the P.S. damage for 2 handed weapons. Note: Not necessarily both together, just different ideas.
ITWastrel comments on being okay with 1-handed weapons with Paired Weapon doing more damage than a 2-handed weapon due to the skill investment. The example provided involves a 1D4 damage 1-handed weapon.
Others reply about the low damage in the example (which it was) , and how daggers do 1D6 damage and there's 1 handed weapons that inflict 2D4 (as well as 2D6 damage), which changes the example provided (increasing the damage of Paired Weapons).
ITWastrel replies that it doesn't matter whether the character uses 1D4 weapons or 2D6 weapons with Paired Weapons, it still involves 2 skills to invest (1 skill for the W.P. and a 2nd skill for Paired Weapons) and that should be fine if the Paired Weapons character is inflicting more damage than a character wielding a single 2-handed weapon.
This is where you came in and, honestly, I'm not sure what you're trying to argue or what part of this do you feel you've disproven? Farewell and safe journeys.
Blue_Lion wrote:He then accused me of arguing for Boasts stance. When nothing in my posts actually supported that idea.
I was addressing what did the mook do to earn bonus damage, not Boasts house rule.
Blue_Lion wrote:I was disproving that paired weapons come up short on damage.
Blue_Lion wrote:IMy first example made it clear that I put the PS on both weapons as it says to do in the rules.
Blue_Lion wrote:ITWastrel counter that was saying the issue is that a big part of dual wielded damage bonus was static and not dice base, and that the weapons damage did not mater.
Blue_Lion wrote:Then I disproved that a Mook was getting bonus was getting a bonus.
Blue_Lion wrote:I also said that damage is not based on skill but nature of a weapon.
Blue_Lion wrote:ITWastrel stance seamed to be getting bonus damage should be about skill. I stated that typically WP do not provide bonus.
ITWastrel wrote:Blue_Lion wrote:ITWastrel wrote:Any mook can pick up a large weapon and do damage with it.
Zero skills needed. Zero investment. Mook + BHS = Damage.
A Paired Weapons fighter requires skill investment. You need Paired Weapons skill, and the Weapon Proficiency for that weapon.
TWO skills. BIG investment for some characters.
A PW shanker with pen knives invested two skills to be deadly with knives.
A PW beast swinging 2d6 weapons still paid two skills. They should profit too.
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
What bonus are you talking about the mook with no skill is not getting a bonus.
The paired weapon fighter gets bonus to strike (hits more often).
options to do things that the mook with a big stick can not do.
Parry and attack at the same time gives you the option to avoid your foes auto dodge/parry skill.
The issue is not the mook getting bonuses but the PW shanker choosing sub par weapon to attack with.
Damage in this case is not a bonus but the nature of the weapon.
Lemme try again.
The Mook with a big stick invested nothing to do 4d6+ps damage.
The Shanker, now armed with big, 3d6+ps super knives, invested two skills. One for Paired Weapons, another in WP Super Knives.
The Shanker spent TWO skills to get double attacks.
The Shanker deserves to do more damage.
Even if the dual weapons guy had a weapon that did 10 dice damage, he still spent two skills to get double attacks.
My argument is simple.
Spending two skills is an appropriate price to double your number of attacks, and there is no need to penalize paired weapons, nor to give unjustified buffs to two handed weapons.
Prysus wrote: Well, the only bonus ITWasrel gave the mook with the two-handed sword and no skil was damage from PS.
Are you claiming that a character without a W.P. doesn't get to add a bonus from exceptional P.S. Is so, that's a house rule.
narcissus wrote:How do people handle paired weapons PS/Punch damage bonus (SDC or from supernatural PS as per my other poll)?
Blue_Lion wrote:Prysus wrote: Well, the only bonus ITWasrel gave the mook with the two-handed sword and no skil was damage from PS.
Are you claiming that a character without a W.P. doesn't get to add a bonus from exceptional P.S. Is so, that's a house rule.
I have no idea how you came to such a contradictory idea of what I am saying.
Blue_Lion wrote:Then I disproved that a Mook was getting bonus was getting a bonus.
ITWastrel wrote:Any mook can pick up a large weapon and do damage with it.
Zero skills needed. Zero investment. Mook + BHS = Damage.
[snip]
Why should you run around doubling bonuses or whatnot for the mook who picked up a club? What did he earn?
ITWastrel wrote:The Mook with a big stick invested nothing to do 4d6+ps damage.
Blue_Lion wrote:Then ITwastrel made a statement that most of a dual wielders damage is static and the weapons damage does not matter.
Blue_Lion wrote:That reducing static bonus would reduce effectiveness of two handed weapons.
Blue_Lion wrote:That indicated his stance was that daul wield required high PS characters to be worth while.
(So I did an example without PS bonuses to show even with 0 static bonus dual wield is still a good at damage.)
Blue_Lion wrote:ItWastel even said you paid two skills to potentially do double damage. Then asked if I needed a chart. (That seams to be a statement about thinking damage was linked to skills. (Odd given it followed a quote where me saying the bonus from skills is not damage but increased accuacy and parry and dual wield options to do things a single weapon can not.)
Blue_Lion wrote:ITWastrel wrote:The Shanker, now armed with big, 3d6+ps super knives, invested two skills. One for Paired Weapons, another in WP Super Knives.
The Shanker spent TWO skills to get double attacks.
The shankers double attack would be (3d6+PS)+(3d6+PS) =6d6+PS+PS to the mooks 4d6+PS see the issue does not exist. (your own numbers disproved your stance.)
Blue_Lion wrote:See It all started with me trying to find out what bonus he thought two handed weapons where getting, and why he thought attack damage was linked to skills.
ITWastrel wrote:Weapon: Big Honkin' Sword.
3d6 SDC/HP per swing, two handed.
With a +10 PS damage bonus, min/max/avg damage: 13/28/20.5
Blue_Lion wrote:I clearly said that damage was not linked to skill.(accept in special cases pointed out earlier.
The one who made references to should affect damage was ITwastrel with statements like The shanker deserves to do more damage.
Blue_Lion wrote:For some one talking about my misunderstandings you seam to have some of your own.
Blue_Lion wrote:Honestly for some one not wanting to argue that does kind of seam what you are doing while also talking down to me Prysus.
[snip]
Honestly the nitpicking approach to my wording of a summery and the tone it almost feels like you are trying to either argue with me, or are trying to attack my intelligence.
Blue_Lion wrote:(I addressed special cases like fencing earlier so really confused while you bring it up.)
Blue_Lion wrote:Let me clarify seams how you are misunderstanding.
Accept in rare cases like fencing, the damage of a weapon attack is not affected by skill.
(Dual wield does not double a weapons damage but lets you use to. So it does not make my statement false.)
Blue_Lion wrote:I disagree with 3.
That spending more skills means you deserve more damage.
Blue_Lion wrote:Even with dual wield the double attack is just one option it gives. (and honestly not always the best choice in combat.)
The Parry attack allows you defeat your enemies defense important for high PP foes like juicers.
Blue_Lion wrote:Lets try this why does spending two skills mean you deserve more damage.
If I took two over lapping W.P. (such as W.P. blunt and W.P. Staff.)
I spent two skills does that mean I deserve to do more damage than a person with just one?
So while spending two skills may seam significant that alone is not justification for increase damage.