» Wed May 11, 2016 7:54 pm
Oh, I agree. Dual Weilding in video games is generally poorly represented. From a practical sense, one weapon is almost exclusively defensive, and only tends to be opportunisticaly used offensively, but driving a dynamic where you CAN'T use it offensively, or CAN'T defend with it, is limiting for no real reason.
Your classic 'Raider' archetype, for instance, is often armed with a sword and an Axe. Never mind that this pairing would be exceptionally rare (at the same time, anyway... Many warriors would have had both on their person, but only used one at a time) the system should be able to account for the approach wothout resorting to a total removel of the individuals ability to act defensively.
Parrying, as a timed, active mitigation, falls in a respectable middle ground. Mechanically, we know it's doable, because it already exists in other games. Functionally, it could offer a distinctly different mitigation and value. And, linking it to an Interaction, rather than being an Action in its own right, allows you ensure a greater impact on behaviour without creating unique control schemes for each weapon/combination or limiting other Actions by taking up a command option.
I agree. Linking Parrying to Weapon skills, and broadening the abilities of Shields, also opens up more opportunities. Linking damage mitigation from a parry to your skill (Whereas a Shield would be based on its Armour value) better management of specialised attacks and repostes, as well as expanding The actions and interactions of Shields into almost a full fledged weapon type.