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Dual WeaponsThieves and multi-classed thieves are able to use two weapons simultaneously. No other class shares the ability to use dual weapons.Fighter/Thieves and Ranger/Thieves, capable of using a d10 melee weapon, will be allowed to use 2 d6 melee weapons, one in each hand. Fighter/Thieves and Ranger/Thieves may also choose to wield a d8 melee weapon in one hand, and a d4 weapon in the other. Thieves, Cleric/Thieves, and Druid/Thieves, capable of using a d8 melee weapon, will be allowed to use a d6 melee weapon in one hand, and a d4 weapon in the other or 2 d5 melee weapons. Illusionist/Thieves and Mage/Thieves, capable of using a d6 melee weapon, will be allowed to use 2 d4 melee weapons. Any such class may opt to use or own a combination of weapons less than those allowed to their class. For example, a Fighter/Thief could wield a d6/d4 dual combination, or a d4/d4, since both are less than theallowed d6/d6. This is purely a matter of role-playing preference. Currently, the greater of the two weapons must be in the primary hand, which is the one which will hit first on any given roll of 2d20. Thus, dual weapon combinations may be listed as d6/d4, but not d4/d6. There are no exceptions to this rule. Characters owning and able to use dual weapons are requested to choose going into a match if they want to use one or two weapons, assuming the possibility exists on their character sheet. If they decide to sell off their single weapon and have only one dual combination, they need not specify they are bringing it. The dual weapons must be purchased or transferred from another character. All new characters receive only one melee weapon when the character is created (see Character Creation). Though a character could conceivably create a character with the more expensive weapon and buy the other as soon as they had sufficient funds, most dual weapons are purchased as soon as the character has won a few fights. Dual weapons taken to a fight must be in the character's personal armory. They may not be taken to the match from a guild's armory, although single weapons may be borrowed for a match normally this way. Characters owning one of a pair of weapons intended to be used as duals may not borrow the other one from a guild. Strictly speaking, all dual weapons must be personally-owned. Guilds may not transfer money to characters for the purchase of weapons via the Trading Post, nor may they transfer weapons directly, unless that character has first transferred an item or gold total of equal value to the guild. Any character wielding a dual weapon combination (other than a Fighter/Thief) will do 0.5 less damage than usual on a critical hit. These reductions apply the entire match when dual weapons are brought, even to damage done with the character's missile weapon. For example, a Ranger/Thief wielding dual weapons would only do x2 damage on a 20. A pure Thief would do x2.5 damage on a 20, and x1.5 on a 19. A Druid/Thief would do x1.5 damage on a 20. Heat, in the Druid Spell List, affects both dual weapons simultaneously. Critical misses result in the temporary loss of both weapons, and the usual loss of the subsequent round to pick them both up.
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