I'm still not clear. Let's say they are not using multiple maneuvers, just one maneuver, but do BOTH attacks get this one maneuver? For example, a character with 2Weapon Combo, can he perform a Reverse Strike with both weapons? Or what happens in our game, can that character perform Sacrifice Strike with both weapons? (I can understand why Additional Attacks may not be able to, but my players are griping that 2WC should be able to do maneuvers like that).
You can
normally only declare 1 Special Maneuver per round, period. Doing so, in most instances prevents you from making multiple attacks, period, because of the activity percentage that is required.
The main problem that your players are having, as I see it, is that they are considering each separate Special Maneuver as if it was a distinct attack, a single move.
It is NOT a single move. A round of combat is a number of swings, parries, dodges, ducks, stabs, etc... all wrapped up and handled through a single attack roll. When a character parries, is not smacking his sowrd against the foe's (though he is ACTUALLY doing this many times normally), he is fighting more defensively overall for the ENTIRE round.
When performing Special Maneuvers, they are exchanging the normal parry/swing setup to achieve a specific goal.
Or to put it another ways....
- Single Attack -- Requires 50% - 100% activity to perform; -1 OB for each -1% activity percentage used in the attack.
- Multiple Attacks (via 1 or 2 weapons) - Requires 90% - 100% activity to perform all attacks (regardless of the total number of attacks made); -1 OB for each -1% activity percentage used in the attack; OB is based up the skill and the method used for multiple attacks.
- Special Maneuvers - Limited to 1 Special Maneuver per round; using a Special Maneuver in a given round means that a character may not make multiple attacks in the same round.
- Type 1 - Requires 100% activity to perform. Cannot be performed if less than the specified activity is used.
- Type 2 - May be performed using 50% - 100% activity; -1 to OB for every -1% activity percentage used.
- Independent Maneuvers - This style option from EA#8 allows a character with multiple attacks to perform multiple Special Maneuvers, against Multiple Foes (never against the same foe).
- Note: The above applies only to melee based attacks and Special Maneuvers. The same general guidelines apply to ranged attacks and Special Maneuvers, but with the activity percentages for those types of attacks/Maneuvers.
In short, they have to give up extra attacks in order to use a Special Maneuver, end of story. My earlier posts was trying to say that they only got 1 special maneuver per round, but that the negative mods would affect the other attacks in the same round if you allowed special maneuvers to be used with multiple attacks. I was trying to avoid a ruling, to let GMs decide how to handle it themselves.
Apparently that didn't work so well..