Wow, this triggered some kind of big shiny red button deep in my soul, I just spent like 30 minutes looking all this up and typing this up.... I sure hope it helps.. lol
For reference, the full text in the book:
Two Weapon Style
A character using this maneuver has trained to wield a second melee weapon in his off hand. In order to use two weapons, each weapon must have a Reach of 0 or 1.
The character may choose to apply the Full Defense option using only one of these weapons, attacking with the other weapon as normal (and without sacrificing an action). The defense or attack action with the off-hand weapon suffers the standard 2 off-hand weapon modifier.
Ok, so first, it specifically states in the first sentence that the weapon held in the off hand is melee. Also, it implies, by way of stating "
second melee weapon" that the other weapon (in the main hand) is a melee weapon as well. Otherwise it would have stated "...to wield a melee weapon in his off hand." So I feel that we can safely forgo any further references to guns being held in either hand, unless we automatically assume they are out of ammo and are being used as melee weapons. So in this case, Bradd is correct. However, the sentence "The character may choose to apply the Full Defense option using only one of these weapons, attacking with the other weapon as normal (and without sacrificing an action)." actually does
not imply that you must attack in order to receive the defensive bonus. I can't speak to the intent of the dev's, but I can say without a doubt that this sentence, as written, means that you get a free full defense, and you
can attack if you want to, not that you are required to do so in order to receive the "free" full defense action. So in this case anotherJack is correct. So, basically what this boils down to is that if a character were wielding 2 (melee) weapons, and were shot at, spit at, stabbed at, or bludgeoned at etc., he would then be able to choose to make a full defense action without losing any actions as per the normal rules for going on full defense. From that point on, for the rest of the entire combat turn, he would be considered to be using full defense, and this would apply to all incoming attacking from any source.
Now for some more big block quotes from the book for reference (italics added by me):
Full Defense
Characters who are expecting to be attacked can spend a Complex Action and go on full defense until their next Action Phase.
Characters who choose this option focus all of their energy on dodging, weaving, ducking, and blocking incoming attacks. Characters on full defense may still walk or run, and in fact may be better off moving towards cover. Full defense can be taken as a full dodge, full parry, or gymnastics dodge.
Full Dodge: Character on full defense may add their Dodge skill to their dice pool when defending against incoming attacks. So a character on full defense against a ranged attack rolls Dodge + Reaction, whereas a character on full defense against a melee attack could roll Dodge + Dodge + Reaction, or melee combat skill + Dodge + Reaction. Full dodge may be used against both ranged and melee attacks.
Full Parry: Characters who go on full parry roll (melee combat skill x 2) + Reaction against any and all melee attacks made against them. Full parry may not be used against ranged attacks.
Gymnastics Dodge: Characters skilled in Gymnastics can spend their action flipping, rolling, cartwheeling, etc. out of danger, and may add Gymnastics skill to their dice pool against either ranged or melee attacks.
So:
if you choose to use "Full Dodge" as your Full Defense option, you would then be stuck using that option until the end of the round, rolling either ((Dodge x2) + Reaction), or (melee combat skill + Dodge + Reaction) as appropriate for the type of incoming attack (ranged or melee, respectively).
if you choose to use "Full Parry" as your Full Defense option, you would then be stuck using that option until the end of the round, rolling either ((melee combat skill x 2) + Reaction) for incoming melee attacks, or straight Reaction for incoming ranged attacks.
if you choose to use "Gymnastics Dodge" as your Full Defense option, you would then be stuck using that option until the end of the round, rolling either (Reaction + Gymnastics) for incoming ranged attacks. Against incoming melee attacks, you would roll either (Reaction + Dodge + Gymnastics) or (Reaction + melee skill + Gymnastics) as appropriate for whether you are dodging or parrying the incoming attack.
Given that you get no extra bonus at all against incoming ranged attacks - and just use the standard default Reaction roll against ranged attacks when using the "Full Parry" option, it would definitely be prudent to make sure you're not being shot at before choosing this option. However, if you assume you're not going to get shot at, it often will be the best choice for melee combatants because they usually have a much higher melee combat skill than dodge skill and therefore gain many more dice with that option that either of the other options. The trade of being that if someone does whip out a gun, they don't get a bonus. On the flip side, there's no rule stating that once you have chosen "Full Parry" you cant then choose to use up your attack that round to declare an additional full defense action in order to change to either Full Dodge, or Full Gymnastics Dodge. Also bear in mind that the "penalty" of having chosen Full Parry only lasts for the rest of that round, and in the next round (on the new initiative) you can choose to make your "free" Full Defense option a Full Dodge or Full Gymnastics Dodge.
Ok, so now that all the RAW is out of the way (and I hope I didn't miss anything)... my opinion:
Yes, this maneuver does fly in the face a little bit of logic, and is overpowered
as written. It basically states that you are better at dodging just because you have a second weapon in your hand. However, for all intents and purposes, a fist is a melee weapon. So, realistically, two weapon style is not about whats in your hand, but instead is about the
training. You have trained to be able to be aware of your surroundings, aware of incoming attacks from multiple sources, and to effectively utilize both hands (and ostensibly both feet) in combat, giving you an advantage that most people don't possess: the ability to attack as normal without sacrificing your defense. When viewed in this light, it pretty much forces the realization that you no longer have to have something in your hands to gain the benefit. That alone makes it overpowered, even if you completely ignore the logic that you could invoke this ability just as easily with a gun in your hand as well, since having a pistol in your hand wouldn't really be any different that having a Bagwa needle held in it, which is unarguably a melee weapon.
All in all, I think the only real thing we can do here is to house rule on it's usage. Forcing someone to have to make an attack that round in order to get the free defense would be one option, and a very good and balancing option at that, but I feel that there is a better option for me personally...
I just assumed that the description has a typo, and I read it as "The character may choose to apply the Full
Parry Defense option using only one of these weapons, attacking with the other weapon as normal (and without sacrificing an action). The defense or attack action with the off-hand weapon suffers the standard 2 off-hand weapon modifier." I think this makes the maneuver very well rounded and balanced. Perhaps we'll see if this is what they intended if they ever update the errata for Arsenal.