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Re: Weapons for pulling you down / off balance.

Two comments.

One, why not put this discussion over on the forums?  Frankly, I only see about half the messages sent on this forum anyway, and I hate trying to have a substantive discussion here because of that fact.  I'm always missing about half of the input.

Two, just as a general rule, whatever you choose to do with something like this, I always try to follow Occam's Razor as religiously as possible.  I don't want anyone to have to memorize 32 new things in order to use something of an outlier of a weapon.  So go with any option you like, but keep it as simple as possible; e.g., don't come up with two or three possible numbers that get results, or if you do, tie it to Critical Success, instead of giving it it's own unique numbers that everyone has to remember.  And keep the effects simple.  It only does one thing -- reduces DX, prevents a disengage, forces someone to miss an attack, but not some variant where all three possibilities are in play, and especially not if each one requires a unique dice roll result to achieve.  And speaking of critical success, what happens if you fumble and roll a 3, 4, or 5?


From: Edward Kroeten <ekroeten@farmersagent.com>
To: tft@brainiac.com
Sent: Wednesday, May 2, 2018 9:53 AM
Subject: Re: Weapons for pulling you down / off balance.

Hi Rick,

 You can choose option 2, but I would use option 4 as well for specific attacks.  Option 2 is a lucky hit  with damage also occuring, in option 4 you are trying to knock/pull someone down so no damage for this attack except maybe falling damage.

Sent via the Samsung Galaxy S8, an AT&T 4G LTE smartphone

-------- Original message --------
From: Rick <rick_ww@lightspeed.ca>
Date: 5/2/18 8:26 AM (GMT-08:00)
To: tft@brainiac.com, Matt Fraser <mathesonfraser@gmail.com>, Alec Morrison <alphaalec@gmail.com>, The_slope@googlegroups.com
Subject: Weapons for pulling you down / off balance.

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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