Dual-wielding: How does it work, mechanically? Is there even a benefit. A player wants a dual-wielding pistoleer Killer and I didn’t have an answer as to how.
Dual-wielding: How does it work, mechanically?
Dual-wielding: How does it work, mechanically?
Nope. Just let him have fun narrating doing duel-wieldy pistolly stuff.
I didn’t think there were, which I like. I figured a quick question could save some time. Thank you.
If you really wanted you could make him an advance move that when dual wields he does an additional damage, or when hes dual wielding with 2 different types of guns he can make use of both tags with full effectiveness or something.
If they lose a gun it probably means the fiction can support them carrying on shooting. The fiction can probably also support holding 2 people at gunpoint at the same time. It sounds like it’s mainly just a badasrse cosmetic thing so I’d make it a badarse cosmetic thing. No real advantage in a firefight but it looks cool.
Easy as pie and I appreciate the solid advice.
Give him the stats for a gun but call it “two guns”
I would give them +1 forward to Play Hardball. +1 to Harm rolls at Close range and -1 forward to Mix It Up at all other ranges.
Mark Phipps You know that they will probably take the +1 up close and just use 1 gun at other ranges, then other players will start considering using 2 guns because why the hell not..+ it looks cool…Soon everyone will be running around with 2 submachine guns and what was a nice little bit of style distinction becomes generic. I would suggest that the benefits of firing 2 guns into someone is, in reality no better than firing a semiautomatic twice into someone. I would instead always just turn to the fiction for advantages and disadvantages. The corp cop is eyeing you up take -1 to hide both guns, the martial arts freak just disarmed you, lucky you still have the other gun.
I’m going with some cool (free) fictional tech that allows for smartlinked dual-pistols to be a more of a thing, such as the Prometheus Designs “Gemini” firearms application or the Cambridge-Hammett “Gunslinger VXT” threat assessment suite. You know, stuff. 🙂
Daniel Steadman Well, if dual-gun wankery gets too common then the MC simply removes the bonuses and only applies the negatives. Easy to fix. Of course, my original comment was for an MC that actively wanted to give a bonus of some sort in the interest of two-gun action.
To be frank, twin gun use is really lousy everywhere except the movie screen or comic book page. Countless firearms trainers have demonstrated that two-guns at once have exponentially more negatives than positives. For some examples, reloads with a gun in each hand are problematic, as are stoppage drills, just to get started.
In a world where smart link tech allows you to blaze away full auto into a crowded room and only hit the targets you want, I see nothing wrong with dual wielding firearms.
Mechanically, maybe let them add +autofire to the combo.
Mark Phipps PbtA/Sprawl is not good at modeling tactical combat. Piling on +/-s for particular gun choices is generally not something the system supports well; it’s oriented towards producing “shit goes haywire / you got what you wanted, but some shit went haywire / you got what you wanted” outcomes, rather than modeling the probability of tactical superiority in certain tactical ranges.
Gun choices are generally about fictional positioning – a guy with a full automatic machine gun loaded with armor piercing rounds can do different things (e.g., take out an APC) with their combat moves than a guy with a pair of berettas can (e.g., hold two guys at gunpoint simultaneously), and that guy can do something other than what a guy with a single desert eagle can (e.g., put a bullet through someone hiding behind a reasonably thick wall). That’s really where the cool factor of different fictional choices comes from.