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Re: Weapons for pulling you down / off balance.
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- Subject: Re: Weapons for pulling you down / off balance.
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- Date: Wed, 2 May 2018 15:17:00 -0500
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The naginata really can't hook anything. And in TFT terms, it already has
an advantage in damage vs. required ST.
The more likely Japanese weapon would be the sode-garami (literally
As for rules, my variant of #4:
Attacker declares a hooking attack, and it takes place at -4 DX (or
whatever the aimed attack rules uses for arm/hand attack if that's
different, rules aren't here on this desk). Success hooks the target. A
hooked figure must either select the unhook action (which doesn't really
exist, but whatever) or (insert whatever dropping to the ground is) as
their action. When they act and they selected the unhook action, if they
make a 3/DX roll, they are unhooked. If the selected the drop to ground
action, they drop to the ground and are unhooked. Note that hook attacks
do no damage.
> Hi all,
> A number of weapons were intended to hook shields, pull enemy off of
> horses, pull enemy off balance or pull shields out of position.
> Examples of such weapons are: The Egyptian Khopesh, Halberd, Pike Ax,
> Shuang gou (hook sword), Kusari, jabajabba, battle axes, Jutte (or
> Jitte), Hakapik, Guisarme, and no doubt many of have missed.
> Some people have said that the TFT naginata could be used this way, but
> looking at it on wikipedia, it is simply a spear with a slightly curved
> blade. I’m willing to say that the TFT Naginata has this ability, simply
> to make the weapon more interesting. (You have to have a special talent
> for it after all.)
> I will refer to this class of weapons as ‘hooking weapons’.
> Hooking weapons that are pole weapons will simply allow them to have a
> greater reach, but will other wise behave the same way.
> There are several ways to handle these weapons:
> 1. — Ignore them. They don’t exist in TFT.
> 2. — Give them some sort of built in advantage that does not require
> special actions. e.g. If a hooking weapon rolls a 7 exactly, the opponent
> is hooked and something happens.
> 3. — Give them an even more abstract advantage. e.g. Enemies fighting
> such weapons must make a 3vsDX or fall if they move away from a hooked
> weapon wielder.
> 4. — Special rules to hook opponents. You say that you are making a
> hooking attack, if you hit the target gets a saving throw, etc.
> I’m thinking of something along the lines of #2 above. Just give them
> some sort of ‘back ground’ advantage which is always there and may be
> triggered rarely.
> Anyone have ideas, or wish to discuss this?
> Warm regards, Rick.
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