Monday, August 20, 2012

Stop Trying to Hit Me and Hit Me

Question: I can’t seem to find anything in the books regarding this. What rules do you use regarding how your players choose to wield their weapons? Would wielding a weapon two handed allow you to do more damage at the expense of accuracy? Would wielding a weapon in each hand allow you to make attacks more often than you normally would? Have I been playing too much D&D?

Maybe just a bit. (But then, can we ever really play too much D&D?)

There are no rules for weapon-wielding style; that's a matter of flavor and stunting that varies from Scion to Scion, and we really don't want to assign mechanics to it. There's no difference in Scion between two-handed or dual-wielding styles, and adding mechanics for that sort of thing would be more trappings on a combat system that we're usually on the lookout to slim down, not bloat with more issues. Scion instead rewards creative weapon use with Legend or Willpower from stunting, which also adds dice to attacks, and I don't know about you, but I'd always rather have more resources with my few extra dice to a blow (especially at Demigod-level and higher, when +2 dice doesn't really matter anymore but +2 Legend points really, really does).

There are, however, ways to vary your attack that involve pulling a blow to control the damage it does or performing a Fierce Blow that detracts from your accuracy but adds to your damage. You can find all the details on attack variation in Scion: Hero, page 200.

Scion also handles this issue by just folding it into weapon stats. A two-handed broadsword probably does more damage but is slower, while a rapier is probably a faster weapon that does fewer dice of damage. Of course, games like D&D do this, too, but Scion doesn't go much further.

We do have things in the game that encourage and reward weapon-swapping and creative melee, however. Blitzkrieg, for example, rewards PCs for using different limbs to attack instead of pouring everything into a single weapon, while Ingenious Improviser and Master at Arms allow dice bonuses for improvising weapons from available materials. And we try never to pass up an opportunity to dole out stunt rewards for those doing something fun and different with their attacks.

Honestly, I don't think Scion needs extra rules for weapon-wielding in its base set. It's already got almost infinite options for what you can do to vary your attack and benefit from it thanks to the stunting system, and adding a modifier based on your weapon style would just be extra frippery on the system.

2 comments:

  1. Personally, in addition to stunt-flavor, I'd say that dual wielding (Or wielding however many weapons depending on your limb count or whatever) could potentially provide a bonus to Parry DV. Like, maybe count the Defense of the weapon twice? Or some kind of stunt-parry or somesuch?

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    1. I don't have a problem with it, really; the only reason I wouldn't is that we generally try not to do stunting on DVs (parry or otherwise), because otherwise combat would double in length. Then again, once in a while we do when it's particularly cool, so I'd play it by ear.

      It's more than I wouldn't want a particular way of using your sword to give a constant bonus when in Scion the point is that every way of wielding weapons is equally awesome when done with legendary panache. I don't want everyone to feel like they should be dual-wielding; I want everyone to feel like they should do whatever suits their character's flavor the best, which means that stunting hits the spot for me better.

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