by Roger E. Moore
|
|
|
|
|
|
|
|
|
|
One of the more obscure rules
in the
AD&D™
Dungeon
Masters Guide is on
page 70, under “Attacks
With Two Weapons.” It states, briefly, that a character
may choose to attack with
a weapon in
each hand if so desired.
The weapon in
the favored hand may be
any one-handed
weapon, but that in the
other must be a
hand axe or a dagger. Dexterity
affects
combat, with increasing
penalties “to
hit” for characters with
relatively low
dexterity and lesser penalties
for those
with higher dexterity.
This rule needs expansion;
it leaves a
lot of situations open to
interpretation,
and some of the potential
problems and
benefits should be described
in more detail. If DMs allow players to
use a weapon in each hand,
characters
will obviously become more
powerful offensively. A high-level fighters with high
dexterity will become particularly
fearsome in combat. Other character classes
could also benefit from
this ruling. However, players may well not choose to
have their characters use
such an attack
mode, since they will generally
be unable to use a shield to defend themselves
at the same time. Though
the expansion
of the rules in the DMG
presented here is
unofficial, I have tried
to make it workable and logical within the present game
framework.
Handedness should be established
for
each character in whatever
manner the
DM sees fit, with either
the right or left
hand becoming dominant;
it’s best to let
the player make this simple
choice rather than using a table. Once declared,
andedness is permanent for
that character, alterable only by use of a wish
or
an act of the gods.
The following table, adapted
from the
DMG, gives the penalties
“to hit” for a
player character using two
weapons,
one in the primary hand
and the other in
the secondary hand:
Character's dexterity | Primary | Secondary |
3 | -5 | -7 |
4 | -4 | -6 |
5 | -3 | -5 |
6-15 | -2 | -4 |
16 | -1 | -3 |
17 | 0 | -2 |
18-20 | 0 | -1 |
These scores were determined
by using a base “to hit” penalty of -2/-4 for the
primary/secondary weapon
hand, and
adding the Reaction/Attacking
adjustments for dexterity, as given in the AD&D
Players Handbook
and the DEITIES &
DEMIGODS™ Cyclopedia.
If a character
uses a weapon in his or
her secondary
hand, without using a weapon
in the
primary hand or while holding
a shield in
the primary hand, the penalties
“to hit”
for the secondary hand should
be used
as shown above. Rather than
have a separate category of people defined as
ambidextrous, able to use
a weapon
equally well in either hand,
persons with
high dexterity (17+) could
be considered
ambidextrous; their secondary
hands
will function almost as
well as their primary hands.
As to the sorts of weapons
that may be
used in the primary and
secondary
hands, the following selections
are given. It was arbitrarily decided to restrict
the types of weapons usable
in the primary hand to those not exceeding 4’ in
length or 100 g.p. in weight,
and which
can be used in a space of
4’ or less. Secondary hand weapons would be limited
to one-half of the above
specifications.
These rules would govern
weapons use
for characters of approximately
man size
(5’ to 7’ height).
Weapons usable in primary
hand:
battle axe, hand axe, club,
dagger,
horseman’s flail, hammer,
footman’s
mace, horseman’s mace, footman’s
pick, horseman’s pick, scimitar,
broadsword, longsword, shortsword.
Usable in secondary hand:
hand
axe, dagger, hammer, horseman’s
mace, horseman’s pick, shortsword.
The DMG states that
only a dagger or
hand axe may be used as
a secondary
hand weapon. DM’s are free,
of course,
to adhere strictly to this
ruling; the selections above were added to increase variety within a reasonable
degree.
Characters using a weapon
in each
hand will effectively double
the number
of attacks they may make
each round, as
shown in the table below.
Such attacks
would apply only to thrusting
or striking
weapons. Fighters and members
of fighter subclasses in combat with creatures
having less than one hit
die will gain an
additional attack: For instance,
a 2nd
level fighter normally gets
2 attacks per
round with a weapon in each
hand, and
has 3 attacks per round
in the same situation against a creature with less than
one hit die.
Attacks per round with
two weapons
Class/level | Attacks/round |
Fighter 1-6 | 2 |
Paladin 1-6 | 2 |
Ranger 1-7 | 2 |
Other classes
(of any level) |
2 |
Fighter 7-12 | 3 |
Paladin 7-12 | 3 |
Ranger 8-14 | 3 |
Fighter 13 & up | 4 |
Paladin 13 & up | 4 |
Ranger 15 & up | 4 |
<1. The above table needs
to be extended for cavaliers and new fighter sub-classes.>
<2. As well, the issue
of specialization is not addressed.>
<3. Last but not least,
a version of this table needs to be integrated with the new Initiative
rules.>
A character striking an even
number of
times per round will have
those attacks
divided evenly and alternately
between
the two weapons being used,
starting
with the primary hand weapon.
If the
character strikes an odd
number of times,
the attacks will be made
alternately between the two weapons, starting and
ending with the primary
hand weapon.
Any strength bonuses to
hitting and
damaging scores are applied
to attacks
made with either hand. Any
non-proficiency penalties for using a weapon a
character has not used frequently
are
accounted for in the attacks
a character
makes with that weapon,
no matter which
hand it is used in.
A character may, if desired,
hold both
a dagger and a small shield
in the secondary hand. In such a case, at the start of
each round of combat the
character
must declare whether he
or she is going
to attack with the dagger
or defend with
the shield in that round;
the character
cannot gain the shield’s
benefit and use
the dagger in the same round.
No other
weapon but a dagger is suitable
for this
kind of combat. Attacks
with the dagger
must be made at an additional
-1 penalty
“to hit,” on top of all
other penalties or
bonuses “to hit,” because
of the weight
of the shield on the forearm.
For characters of racial
types generally shorter in height than 5’, the following
selection of weapons for
primary and
secondary hand use are given.
Those
printed in italic type may
be used in the
primary hand by dwarves
only, since
only they are massive and
strong enough
to manipulate the indicated
weapons.
Halflings, gnomes, and other
small races
of 3’ to 5’ average height
may make use
of the other weapons.
Weapons usable in the
primary hand
by those under 5’ tall:
hand axe, club,
dagger, hammer, horseman’s
mace,
horseman’s pick, scimitar,
longsword,
shortsword.
Weapons usable in the
secondary
hand by those under 5’
tall: hand axe,
dagger.
As a side
note, the only other weapons
a dwarf could logically
use one-handed
(with a shield) besides
those mentioned
above would be the horseman’s
flail,
footman’s mace, and broadsword.
All
other weapons (including
the ever-popular battle axe) must be used two-handed
because of their size and
weight.
The DEITIES & DEMIGODS
book offers a couple of examples of characters
who commonly use two weapons:
Fafhrd
and the
Gray Mouser from the Nehwon
mythos. Interestingly, the
material in the
DDG book seems to contradict
the rulings in the DMG. The Gray Mouser fits in
with the above tables as
far as attacks
per melee round with two
weapons, but
receives no penalties “to
hit” because he
has a 19 dexterity. Fafhrd,
who likewise
uses two weapons, is a 15th
level ranger
who attacks only twice per
round; it is
not mentioned whether he
receives a
penalty “to hit” with his
left hand’s weapon. Though I would probably let these
characters stand as written,
it would be a
good idea to establish some
internal
consistency to an AD&D
campaign and
adopt rules that apply to
all characters.
Until such time as official
rulings are
outlined on the above, this
article is offered to cover these situations. Next time
you want to scythe a pathway
through an
orc army, use two weapons
instead of
one and double your fun.
But doesn’t
that half-orc chieftain
have two weapons too?. . .
<Also see: Two Hands Are Better Than One>
I greatly enjoyed the new Best of the
DRAGON (Vol. IV) Magazine, and I certainly
hope to see the fifth volume appear in
the future.
The article ?Two-fisted fighting? by Roger E.
Moore answered many of my questions for use of
two weapons (that is, if you have two arms);
however, there is one usable secondary weapon
missing.
This weapon, commonly known as the swordbreaker,
was commonly used in the 16th century.
The sword-breaker, consisting of a deeply
notched blade about 15 inches in length, was
intended to catch and break the sword of an
antagonist. It can also be used as a dagger (at
perhaps -1 ?to hit?). The opponent must first
make an attack with his sword (any thrusting or
slicing weapon), and must miss at the attempt.
This gives the sword-breaker wielder a chance to
grapple and perhaps break the antagonist?s
weapon, which is done by using the ?to hit?
table. A successful roll will cause the weapon in
question to roll on Table 2 of John R. Shaw?s
?These are the breaks? article [also in the
Best of
DRAGON Magazine #4 ? Editor]. If this
chart
is not available, the DM may decide to have the
weapon save vs. crushing blow or be rendered
useless, or to make up his own damaged-weapons
table.
Talking about new weapons, have you ever
heard of a weapon called a pilum? A kind of pike
or javelin, about 5 to 6 feet in length, the pilum
was sometimes used at close quarters as an offensive
weapon or to parry blows. More often,
however it was thrown at the enemy to affix itself
in a shield, at which time the thrower or an ally
would rush up and seize the shaft of the pilum
with his secondary hand, in order to draw the
shield down. He would then follow up the attack
with a weapon in the free hand (usually the long
sword). There are several steps to deal with the
pilum in AD&D terms. First, this
weapon must
penetrate the opponent?s shield, which is done by
throwing it like a javelin. Give large shields an
armor class of 8 and normal shields an AC of 7
(add 2 to the armor class for metal shields, and
also add 1 for every plus of shield). If a hit is
scored, someone must run up and grab the pilum
within 3 rounds or it will be pulled out by the
bearer of the shield. In order to grasp the pilum?s
shaft, a ?to hit? roll must be made vs. AC 5,
which will cause the shield-bearer to add 2 to his
AC and be held in place, able only to attack to
the front of his person (this is step 2). However,
after the first round of such and every round
thereafter, the shield-bearer must make a saving
throw vs. paralyzation or be held for yet another
round. This roll is bonused with the victim?s
strength ability score added to it, while the pilumholder
?s strength is subtracted from it. A successful
roll will break the shaft of the pilum, freeing
the one being held. During that round, that
person can then attack whoever held the pilum at
+2 to hit, gaining automatic initiative. The
pilum is especially useful for breaking up tight
shield formations which elude missile attacks, or
using it to hold the line if in need for more time.
Mark Deseck
Brighton, Mich.
(Dragon #104)