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Old 05-15-2019, 10:19 AM   #11
larsdangly
 
Join Date: Dec 2017
Default Re: Lasso Question

I think of the lasso as one of a bunch of options available to combatants that are exceptionally effective in just the right white-room situation, but in practice they don't end up seeming that awesome because the characters you create to take advantage of them are vulnerable in other ways. E.g., arquebussers and grenadiers, or wizards casting Hammertouch, or Sha-ken experts. You could probably think up a dozen or so things like this. I haven't experienced any of them taking over player's approaches to combat.
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Old 05-15-2019, 01:53 PM   #12
RobW
 
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Default Re: Lasso Question

Point taken, although when you have a team of fighters, a special ability (like automatic knock down) can be hard to counter.

And, we did have a genuine problem with sha-ken back in the day. The Murderous Ninja Sniper Hobbit went from a sensational and exciting badass to something entirely predictable and kind of annoying. Every encounter became a decision for the GM, about whether to cater for or against the MNSH.
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Old 05-18-2019, 09:37 AM   #13
Nils_Lindeberg
 
Join Date: Jul 2018
Default Re: Lasso Question

Many good suggestions on how to fix it rules wise or play-wise.

I reread the section on the lasso and it states, the wielder immediately pulls the rope tight and then can proceed... And the saving roll comes the round after. So maybe it is a two-turn process. First, you need to hit and tighten it, then wait until next turn, they get their first save if they are faster than you, and then you can do damage to the neck if you did an aimed throw (so basically you need to continue spending actions to do auto damage and armor protects, even a shield). Or if you didn't aim and hit the "body" you can trip them or force them to stay on the ground if they are already down. Or if you aimed for an arm the person drops stuff.

That would almost be playable I think. It would also give the opponent the possibility of rushing the lasso/whip user if they are faster than the lasso user or the lasso user aimed for the neck and you can still move. If they get within the minimum range and engage the lasso user they nullify the lasso/Whip attacks range requirement. Since they haven't had time to "proceed" yet. This means you want your target engaged by others first, or they will rush you while you tug at the rope.
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Old 05-18-2019, 10:01 AM   #14
DouglasCole
Doctor of GURPS Ballistics
 
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Location: Burnsville, MN
Default Re: Lasso Question

The way I wound up treating lassos, whips, and long poles with hooks on them using my Fantastic Dungeon Grappling concepts is that all of these tools allow a grapple from a distance. Once you spend an attack achieving said thing, then you could do grapply actions after that despite not being in close combat.

It does require GM adjudication or the application of some common sense: yes, you can drag someone around or yank them off their feet. No, you can't push on a rope. Yes, you can strangle someone, but no, you probably can't do a funky joint lock thing. Yes, the foe can also yank on YOU!

Precise mechanics aside, treating the tools as grapple-at-a-distance helps me resolve the "what works, what doesn't" stuff.
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Old 08-06-2019, 09:06 PM   #15
JustAnotherJarhead
 
Join Date: Jul 2019
Default Re: Lasso Question

Quote:
Originally Posted by Helborn View Post
I agree. RAW is badly written. I suggest. 1) Aimed penalties to DX. 2) Range max is 10 not 15 hexes. 3) Thrown range not missile range adjustments to DX.

Lassoing is HARD.
Helborn is right on target

Being a Lariat user myself in real life, the lasso in TFT really needs a little tweak.

If nothing else, than do it for game balance, like all Thrown Weapons the lasso is very much a ST weapon as it is a DX weapon, but as listed currently it's min. ST requirement is less than a bola or net.

ST is required to use it well, just like a war boomerang, you really want to snap out that coil hard and fast to hit your target, then snatch it back and hold tension on it (once again the ST game comes into play).

Even light weight weapons that are quick like nunchucks and quarterstaff have a higher ST requirement.

It is important to note that that 1d+2 damage is only strangulation, and only as valuable as the ST of the user, and very strong victim would just grab the lasso and pull it's user off it's feet.
So we're looking at a battle of brawn to maintain strangulation damage.

Also I think it needs to have a Thrown weapons range limit with appropriate penalties, it's not easy to even loop a standing post at 20' let alone a moving target.
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Old 08-08-2019, 04:30 AM   #16
RobW
 
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Default Re: Lasso Question

Quote:
Originally Posted by JustAnotherJarhead View Post
you really want to snap out that coil hard and fast to hit your target, then snatch it back and hold tension on it (once again the ST game comes into play).
Really interesting to read your experience.

Seems to me thrown weapon range mods, and, following from what you say above, the effects of lasso/lariat should depend on a ST-based contest. That would really address its OP nature.

It would definitely be more realistic, but still allow some wacky things in the right circumstances.
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Old 08-15-2019, 08:54 PM   #17
Pinworthy
 
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Default Re: Lasso Question

I have noticed a couple of things that I think have been left off using a lasso. First, it should be listed as a 2 handed weapon. Second, to ready after a miss it should take 3 or more rounds to use again. Yes the range needs to be fixed as well. In my opinion, it is a ambush weapon only. As well as needing some clear space to wind up for the throw. It is a very visible weapon as well. If the target can see the lasso coming, I would give a bonus to dodge or block it. It would depend on the situation, is he heavily encumbered, has limited room to move, etc...

Just my 2 pennies worth... Pinworthy
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Old 08-16-2019, 03:54 PM   #18
Skarg
 
Join Date: May 2015
Default Re: Lasso Question

Quote:
Originally Posted by Pinworthy View Post
I have noticed a couple of things that I think have been left off using a lasso. First, it should be listed as a 2 handed weapon. Second, to ready after a miss it should take 3 or more rounds to use again. Yes the range needs to be fixed as well. In my opinion, it is a ambush weapon only. As well as needing some clear space to wind up for the throw. It is a very visible weapon as well. If the target can see the lasso coming, I would give a bonus to dodge or block it. It would depend on the situation, is he heavily encumbered, has limited room to move, etc...

Just my 2 pennies worth... Pinworthy
Yes, quite.

And when you mention a "bonus to dodge or block it" - yes, AND, the rules currently have zero such chance.
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