Originally posted by Foxeye@May 22 2006, 07:50 PM
Are Wyr, err, physical doo-dads? I've missed that part of the explanation...of whether they are physical or pure enchantments. If they are physical, then I can see how bigger weapons would allow for more.
I am reasonably (68%+) certain they are not truly physical, since developers have mentioned at several stages that wyrs can be applied to spells and character abilities as well as equipment.
Dual wielding has advantages and disadvantages in real life too. One, as Fox mentioned is that it is quite rather difficult to learn. Another is that it is rare to be attacking with both weapons simultaneously. Most of the time in armed combat the second weapon would be used largely for blocking, with the advantage over a shield being added flexibility, and the downside of course being not using a chunky piece of wood/metal to protect a substantial area of your body.
The problem stems from the transition to fantasy combat. A two-handed weapon does considerably more damage, and the probability of a lethal/crippling blow upon clean impact is huge, whereas with two weapons the wound may not be decisive.
A second weapon of any considerable size (think Drizzt... you probably are from the topic title anyway) actually inhibits your movements, precluding you from using your off-hand for balance (ever watch fencers?).
Dual wielding is a tricksy subject. The closest parallel I can draw to this is from the Knights of the Old Republic games (since they had crystals, which are somewhat like wyr), which faced up to the problem on two levels:
I - It penalized dual-wielding, offering feats to take it up to "base" level of proficiency
II - It provided feats for fighting with a single weapon, which elevated you above "base" level of proficiency
The problem with the analogy is that there was no option to use shields or two-handed weapons (that would be one GIANT glowstick...).
I have a cautious kind of confidence in the HJ crew to address this issue in an equitable fashion.