>>95123904So my John Wick mode plays out in two ways. First if you shoot the same enemy twice it's a complex action (-2 on the roll) but you can roll damage twice and take the better result. According to anydice this actually improves damage by +2 overall but without making the actual damage cap higher. And also more crits and crits make for stories. Mooks are sorta helped because the penalty gives them a better chance to live but not really, a single crit is like adding a full damage dice and with whatever wacky injury they get they usually just give up. Some tech players want to invent a way to eliminate the penalty and I dig it.
This is insane but I say if you want to shoot different enemies there is no penalty. You declare your targets (only limited by number of hands and guns) and roll once for attack and damage (this means luck applies to all). If the attacks all hit (might be different distances) all hit targets get same damage. The players love this because they can gun down mooks quicker. I love this because I can use more mooks, which means more attack rolls and a chance to cause some damage.
What the players don't realize is that this favors bosses because to bosses the players are mooks. If a dual-wielding boss decides to target a single player, his superior skill roll reduced by 2 is just making it fair for the player to dodge away (and if the player can dodge the boss should be a stronger hardened) and funny crits can happen. Or if the boss wants to attack two players he does so at no penalty. It's almost like having two bosses but since they share HP it doesn't create HP bloat, but is twice as threatening.
So far the players really like it. They don't realize that since they've made bank selling goon loot they've been at Night City Medical Center way more and are frequently getting cyberware repaired like getting their arms blown off. I think it does slightly favor them, but I've always had more fun maiming players than just killing them.