Difference between revisions of "Entangled and Snarled Weapons"
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− | '''Entangled and snarled weapons''' accounts for | + | '''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 [[Flail (weapon)|flails]], [[Sword (weapon)|swords]], [[Battle Axe (weapon)|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. |
__TOC__ | __TOC__ | ||
The time needed to pull the weapon free gives an advantage to attackers, which may offer a turning point in a [[Combat|combat]]. Thus it pays to choose a [[Weapons List|weapon]] according to how much space it requires, to minimise this risk. | The time needed to pull the weapon free gives an advantage to attackers, which may offer a turning point in a [[Combat|combat]]. Thus it pays to choose a [[Weapons List|weapon]] according to how much space it requires, to minimise this risk. | ||
+ | |||
+ | == Incidence == | ||
+ | Entanglement occurs whenever the character rolls a [[Natural Die Rolls|natural]] "2" when [[roll to hit|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 Points|action point]] (AP) than it would normally take to draw that weapon for combat. For example, it takes 2 AP to [[Action Points#draw weapon, heavy one-handed|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 top 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, restricting a weapon's range of motion; the use of low ceilings or overhangs, limiting vertical space; or the scattering of obstacles and barriers, such as crates, rocks or poles, to interrupt the sweep of a weapon. A room with multiple pillars might well create this sort of environment. | ||
+ | |||
+ | This gives reason for humanoids to create labrinthine 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,<br> | ||
+ | [[Attacking in Combat]]<br> | ||
+ | [[Combat]] |
Latest revision as of 23:51, 29 October 2023
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.
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 top 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, restricting a weapon's range of motion; the use of low ceilings or overhangs, limiting vertical space; or the scattering of obstacles and barriers, such as crates, rocks or poles, to interrupt the sweep of a weapon. A room with multiple pillars might well create this sort of environment.
This gives reason for humanoids to create labrinthine 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