Entangled and Snarled Weapons
Entangled and snarled weapons accounts for surroundings that are disadvantageous to the use of swinging weapons and those that are long or hooked. In tight spaces, such as narrow hallways, small rooms or dense foliage, swinging weapons like flails, swords, axes and such can be fouled by furniture, curtains, hanging objects and fixtures, or amid nets and ropes, such as aboard ship, or in places where the weapon's blade might become wedged in a tree trunk, momentarily disarming the combatant.
The time needed to pull the weapon free gives an advantage to attackers, which may offer a turning point in a combat. Thus it pays to choose a weapon according to how much space it requires, to minimise this risk. The entanglement and snarling of weapons introduce a layer of tactical depth that extends beyond simple damage calculations or attack rolls. It reinforces the idea that combat is not merely about the strength of a blow but also about environmental awareness and the adaptability of the combatant.
For players, this mechanic rewards foresight and preparation. Characters with knowledge of a dungeon's layout, or those who can predict environmental hazards, might carry secondary weapons suited to close quarters, such as daggers, short swords or hand axes, to avoid becoming ineffective in a fight. It also opens the door for creative problem-solving — using spells, brute strength or even teamwork to retrieve a fouled weapon before an enemy can take advantage.
Incidence
Entanglement occurs whenever the character rolls a natural "2" when rolling to hit, or receives a modified score of 2 or less, in circumstances where snarling the weapon is possible. In this, the DM's judgment is called for. Keep in mind that strange situations do come up even if there's nothing around to catch the weapon. A person could, theoretically, lodge a 5 ft. staff in a tunnel only 4 ft. 9 in. wide. Incidents like this can be funny, while producing a greater sense of space for the game's players.
Unfouling
To free a weapon requires 1 more action point (AP) than it would normally take to draw that weapon for combat. For example, it takes 2 AP to draw a heavy, one-handed weapon; it would thus take 3 AP to disentangle or free such a weapon once it had become fouled. A light one-handed weapon would require 2 AP to free, while a two-handed weapon takes 4 AP.
Creating Spaces to Encourage Fouling
Dwellers within a lair or castle can reduce the ability of invaders to easily use weapons by creating spaces where weapon use is less effective. For example, the use of narrow passageways restricts a weapon's range of motion; low ceilings or overhangs limit vertical space; and the scattering of obstacles and barriers, such as crates, rocks or poles, interrupts the sweep of a weapon. A room with multiple pillars might well create this sort of environment. Hanging drapery or tangled underbrush can force invaders to fight on less favourable terms, giving defenders a crucial advantage. This is especially important for creatures or factions that rely on cunning and terrain over direct confrontation — kobolds, goblins and even organised humanoids like bandits or mercenaries might make use of such tactics to level the playing field against stronger foes.
This gives reason for humanoids to create labyrinthine layouts within their abodes, with lots of twists and turns that defy easy hand-to-hand or missile combat. Interlopers are thus confined to smaller weapons that cause less damage, while spellcasters are stymied in being unable to support a large party action in a small, cramped space.
See also,
Attacking in Combat
Combat