terrormortus
New Member
cyl said:My group contains a psych major and two english majors (college maybe?) so we tend to be knit picky on original back stories and "would my character really use this?" so my group gravitates away from anything over three dots. Though we stunt the hell out of combat with gory abandon. Anyone who has read some of my posts knows I'm not one of the english majors. lol.And more interestingly...no one ever takes Lightning Torment Hatchets. They are interesting toys' date=' too.[/quote']
Seriously ?
All my players drooled all over the floor when I showed them those babies when 2e got out.
They whined a little at first when they saw the bonuses (+2acc +1def...), but in the end, they rolled dice to see whose character was going to get them. :lol:
For us dual weapons is really a style thing, one of our group used a dire chain and a short daiklave just because of the way he fought (of course this was before he knew about the chain daiklave, out GM was cool and let him switch though). Honestly I just use multiple cinematic moves for style and one real move rather then try to deal with penalties.
Admittedly they suck, but I believe that is because they are meant to simulate musket and thus have those weaknesses. If you really want a good gun get an alchemical fire weapon. That's probably why it has no attune cost (out of game reason not in game) so not matter what you play you can have a gun that doesn't break the game.cyl said:Flame pieces suck... they're slow, have a ridiculous range for their damage, and you have to reload them. So it means a stunt on every action to reload and shoot single handedly... and it takes 2 actions to do so (reload + shoot)... IIRC.