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Old 12-03-2018, 03:21 PM   #11
RobW
 
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Default Re: Knock down attacks

Actually any videos anywhere showing a lariat NOT on a horse, lassoing and bringing down a charging animal?
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Old 12-03-2018, 03:38 PM   #12
platimus
 
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Default Re: Knock down attacks

Have you and a buddy ever tripped someone with a rope? Doesn't take a lot of strength but the rope will get ripped from your hands.
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Old 12-04-2018, 10:29 AM   #13
Skarg
 
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Default Re: Knock down attacks

Quote:
Originally Posted by RobW View Post
But as you say, for these blackhats passing through in their speeding wagon, y'all might need you sum details.
Yeeeeeup!
:-D


Quote:
Originally Posted by RobW View Post
Ever see Manhunter?

But also makes clear, the target isn't falling unless the horse were to pull against him.
Yeah. Also, ever see Ben Hur? Entangling someone doesn't always work out...
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Old 12-04-2018, 11:42 AM   #14
larsdangly
 
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Default Re: Knock down attacks

I think the lasso is nuts for two reasons: the lack of save for the knock down effect (as you pointed out) and the missile weapon range penalties (!!!!!), which I consider demented.
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Old 12-04-2018, 12:26 PM   #15
Skarg
 
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Default Re: Knock down attacks

And why does lasso have no penalty to target specific body parts?
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Old 12-04-2018, 02:01 PM   #16
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Default Re: Knock down attacks

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Originally Posted by Skarg View Post
And why does lasso have no penalty to target specific body parts?
Yes, this! Lasso-ing someone (or entangling with a whip, bolo, chain, etc.) should definitely require a successful 'called shot'.
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Last edited by TippetsTX; 12-04-2018 at 02:08 PM.
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Old 12-05-2018, 10:21 PM   #17
platimus
 
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Default Re: Knock down attacks

How's this for house-ruled lasso?

- range is same as other thrown weapons
(-1 DX for each hex away from thrower)

- if successful, win ST contest to knockdown, deal 1d damage, and drop items in hand

- if thrower doesn't "aim", roll 1d6...
1-2: neck; knockdown damage ignores armor
*4: body/one arm; item in arm/hand dropped. no knockdown.
*5: body/two arms; item in both arms/hands dropped
6: legs; +4 ST to knockdown
* Treat as legs if target is one-hex quadra-ped.

- thrower aims...
neck/arm: -1 DX
body: -0 DX
legs: -2 DX

- if target is larger (hex-wise) than thrower, unaimed defaults to neck.
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Last edited by platimus; 12-05-2018 at 10:25 PM.
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Old 12-06-2018, 01:38 AM   #18
Skarg
 
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Default Re: Knock down attacks

I'd do more like:

* Roll to hit with thrown weapon range modifiers.

* Apply modifiers to hit for the target. First guess without interviewing someone who is good with a lasso would be:
Body: -0
Neck: -4
An arm: -3
Legs: -3

* If target is facing so they can see the lasso coming, they get a 4/DX roll to dodge the lasso, or 3/DX if they have a weapon or shield ready (and the talent for it) with which to spoil the lasso throw (and think to do so - someone not understanding what's being done might not try - roll 3/IQ for confused people and people who've never seen a lasso before).

* If body or legs are lassoed, the user can try to knock down the target, which requires winning a contest of ST, but the user has a 1-die advantage if they lassoed the target's legs. If the target wins, the lasso user drops the lasso and it falls off the target.

* Lassoed legs mean the target can't move until the lasso is removed.
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Old 12-06-2018, 01:46 PM   #19
platimus
 
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Default Re: Knock down attacks

Skarg,
I'll be shocked if you ever agree with anything 100%! I'm just glad we're in the same ballpark on this! LOL
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Old 12-06-2018, 02:37 PM   #20
RobW
 
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Default Re: Knock down attacks

Here's my take on lasso, after formidable research, including extensive youtube viewing, George Catlin's "Life Among the Indians", and prior posts on this forum. :P (Edit: didn't catch the previous 2 posts. 8P)

Maybe someone can help shape this. It is quite different from the current lasso.

Lassos aren't great weapons. They do little or no direct damage, and unless tension is maintained on the rope, they can only moderately hinder the target.

Targets don't fall down because a rope is around them, but because their momentum is abruptly halted. So the faster you're moving relative to the thrower, the more likely you'll fall.

If you are lassoed, there's an immediate Shield Rush like attack, but the adjDX is -1 for each hex you moved away. If the target is running away from the thrower, started 3 hexes away and ended 5 hexes away, adjDX mod is -2. Or if the target started 5 hexes away and charged to 2 hexes from the thrower, adjDX is +3 (easier to stay standing).

A save means you are still lassoed but not pulled down. Anyone with an edged weapon can cut the rope. THe target can move up to 1/2 MA and try to free themselves 3/DX.

If you don't knock down the target initially, then you might still be able to control it if you are stronger. On subsequent move phases, the thrower and target do an opposed ST roll (if the lasso is hitched to eg a horse, use the horses ST). The margin of victory is the maximum distance the winner can move away from the loser. The loser can't increase their distance from the winner. Both parties can move to maintain or reduce the distance. If the winner moves to increase the distance, the loser is pulled along. The hexes moved by the loser count as part of the losers movement for the turn. If the loser exceeds their MA, they fall over. Once someone falls, they can no longer resist being dragged, and would also be taking damage.

In practice, this means a lasso mounted on a strong and fast horse, with lots of room (not an arena) gives a good chance of bringing someone down.

This makes sense to me as a general effect (many details unspecified). It gives lassos a unique niche but not one where we'd expect to see armies of these guys. It makes clear that lassoing a bear is really stupid.
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