I agree that 99% of the RPGs out there got dual wielding very wrong. As I said a couple of times before, I think that the right way to handle it is not to provide extra attacks (which are one the greatest gamebreakers ever), but rather to provide a somewhat flexible attack/defense bonus. This sowewhat balance the combat scale having one highly defensive style (weapon and shield), one highly damaging (two handed) and one that boost the attack (dual wielding). It might not be a perfect historical model, but I think that should balance out nicely in game terms.Hermes Serpent wrote:It's still an abomination used by players who usually don't understand the use of medieval weaponry to justify extra damage in RPGs. Sword and shield where the shield is used to bash is not the sort of dual-wielding that most players understand as dual-wielding. That is "big sword in one hand and sword or axe in the other and I do twice as much damage" rather than "I use my off-hand weapon as a parrying device in place of a shield and can sometimes with a bit of luck stab him somewhere useful".
Having written material for Chivalry and Sorcery and played that and RQ for years as well as studying medieval warfare I've seen all manner of justifications for a player wanting to use two weapons to make an uber-warrior that have virtually no basis in fact beyond they saw it done in a film or on tv.
You can flavour your One Ring off-hand parrying device as an axe if you want but it still mechanically counts as a shield.
As for the rest, shield bashing is another black beast of mine. My players usually split on it, some didn't even consider it a viable combat option (even from the descriptive standpoint, which sadden me a lot), the others make a fuss when the combat system don't include it (alongside reach and a few other things that are hard to properly model without going into minutiae).