Improving the Tonfa
The GURPS tonfa seems rather unimpressive. It has a number of cost saving features that could cause a character to end up using one but it doesn't have anything that would push someone to design around it in the first place. Removing the tonfa skill as part of a melee weapon reorganization is nice but doesn't solve the underlying problem.
Is there a realistic benefit that we can give the tonfa to make it more attractive? |
Re: Improving the Tonfa
They always struck me as versatile weapons for people in closer range combat. Not the king of anything, but good for a number of purposes. Also, less threatening than a blade or mace, so there are sometimes social advantages. IMC (non-DF Fantasy), tonfas are used by "town guard" in places that have cultural exposure to the weapon and don't want to use army troops for the purpose. I also allow the Grip Mastery perk to switch between use modes for weapons, ie between a punching and swinging grip, using the separate skills, for a tonfa. This augments their versatility.
There are better weapons for tripping, snagging and disarming. There are better weapons for killing at reach 1 and reach C. There are even better less threatening weapons. However, the tonfa is a decent choice for each of these categories. I think it's a poor primary weapon, but a great backup for an adventurer (as opposed to a soldier). |
Re: Improving the Tonfa
The Tonfa's most interesting feature is probably how it interacts with unarmed combat skills for parrying.
|
Re: Improving the Tonfa
FWIW it is supposed to be unimpressive. It is a handle from a mill used by a people who were forbidden to use real weapons.
|
Re: Improving the Tonfa
The modern tonfa seems less impressive than an mace, yes. But the tonkwas, the Okinawan tonfas, were very, very dangerous.
But Okinawan tonkwas were very dangerous weapons. Maybe one of the most lethal in kobudo. Which always teach to use two tonkwas at the same time (one in each hand). It makes them even more dangerous: the foe can't know from which side the attack will come. |
Re: Improving the Tonfa
Any character designed around using a tonfa is probably going to be in a society where he can't access better weapons and/or be using a cinematic version of the tonfa.
For the first, you're probably talking about something like Social Stigma, low Status, etc. For the latter, you might want to have the tonfa usable in both grips (and even when swinging) with Karate (possibly a Perk) and either let it benefit from both the Karate damage bonus and the Weapon Master damage bonus (a rules exemption probably worth at least [5], arguably more) or make Striking ST (Only when striking with a tonfa) fairly cheap. Let them have the Ninja modifier (DF12, p.13), and have Parrying with a reverse-grip Tonfa be at +1 normally, possibly +3 or higher against a foe who doesn't know you have a tonfa. Spinning the tonfa might allow it to Block as a DB 1 or 2 shield (particularly against light projectiles). Allow characters to use the handle with Hook, and also as a climbing aid. Having a tonfa protect the hand (and forearm, if in reverse grip) passively like a katar or similar weapon might also be worthwhile. |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
While real tonfa may be a fine weapon the GURPS tonfa really isn't. Any wooden weapon a PC uses is normally going to be made out of quality wood whether it's a tonfa or bokken and any long object made out of hard wood is something that can kill someone. Likewise any one handed weapon can be used as a pair and tonfa don't get any bonus regarding this. The GURPS tonfa is dangerous in an objective sense but compared to other weapons it suffers. If the PCs are a group of kobujutsuka the tonfa is probably going to be used less than other weapons and it's going to be even less common if they have a greater variety of weapons and styles to choose from. Quote:
|
Re: Improving the Tonfa
Quote:
Also, the obvious reason to be tonfaguy that the rules almost can't help but support is that a tonfa is the weapon you have access to...for instance if you're in a police force where they're carried. |
Re: Improving the Tonfa
Quote:
Quote:
|
Re: Improving the Tonfa
The whole point of the Police tonfa/baton is that it isn't very effective at killing people. Police carry them because they are less lethal than their sidearm. These days the taser meets that criteria.
|
Re: Improving the Tonfa
I always thought the only useful part of it was letting somebody with a high unarmed combat skill use an unarmed parry effectively against a weapon. If you have Karate at 20, grab a tonfa if you plan on going against anybody with weapons. Otherwise take Shortsword at 21 and go to town with a long knife or better. The only other nice thing about it is it can easily be hidden under very loose sleeves typical of some places and times, in a ready-to-use position. Trying to pull a sword out of your sleeve will take a bit longer whereas with the tonfa you can still punch with it. If you parry while it is hidden under the sleeves it can help your character develop an 'iron arm' reputation as well.
I basically file it under 'cool martial arts weapon for usually unarmed characters' and leave it at that. |
Re: Improving the Tonfa
Quote:
Quote:
|
Re: Improving the Tonfa
A tonfa and short staff can be assembled into a crutch for someone pretending to be crippled.
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
And, well, the tonfa does have a niche of 'superiority', if you let the term be flexible enough. You can use it both as a baton and as an arm-guard for 'unarmed' parries. Other weapons don't do that. It is true that that doesn't encourage specializing in Tonfa skill, but it is a merit of the tonfa as a weapon. Police in particular have significant potential use for both modes. And once the tonfa is your issued weapon, then there's some merit to actually learning to use it well as a weapon, even if in that role it would be outperformed by some other weapon that you are not allowed to carry. |
Re: Improving the Tonfa
If the goal is just to make it more mechanically appealing, you could always just declare it an ethnic badass weapon.
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
To me it seems like a nice bridge between fully unarmed and fully armed. The more realistic the combat, the more useful it is.
Using house rules that reduce damage, anything that improves unarmed force greatly improves effectiveness, as well as removing Karate's absurd ability to parry weapons without risk. The psychological effects of using a one handed blunt weapon versus a more overtly lethal weapon like blades cannot be ignored in any situation not full out war. You come at me with a sword, I know that you're trying to kill me, and I must fight with everything I have. |
Re: Improving the Tonfa
Quote:
If you want tonfaguy to be a decent choice, then just like making sword-chuck guy a decent choice you're going to have to change some things. For tonfaguy, making access to weapons (and weapon-using skills) extremely restricted works. For both, letting the weapon be cinematically useful (in the case of sword-chucks, that's pretty much "usable at all") can give it a leg up. If you're looking for a good reason for realistic, armed-combat-oriented characters with reliable access to other weapons to use one, you'll likely be looking for a long time. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
I'd argue that for most baton users, Disarming comes up never. Baton-using high-skill PCs are highly unrepresentative. Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Point budgets are like hard drive space for computers. No matter how much you have, developers and new circumstances will push the limits.
|
Re: Improving the Tonfa
Quote:
Light Club (sw+1 or thr+1 cr, reach 1, parry 0, cost $5, weight 3, ST 10) Nunchaku (sw+1 cr, reach 1, parry 0U, cost $20, weight 2, ST 7) Baton (sw or thr cr, reach 1, parry 0, cost $20, weight 1, ST 6) Short Staff (sw or thr cr, reach 1, parry 0F, cost $20, weight 1, ST 6) A tonfa, by comparison, is: Tonfa (sw cr, reach 1, parry 0, cost $40, weight 1.5, ST 7) or Tonfa (th cr, reach C,1, parry 0, same) A tonfa is the only one of these that can work both at close combat and at reach 1. It's the only one that can be used to attack and parry with Tonfa, Brawling, Karate, or DX at no penalty. It's the only one that can be used to attack with an Easy skill, or be used to attack at no default penalty without having any combat skills whatsoever. It's the only one that can switch to Reverse Grip at no penalty for the technique. And Martial Arts p. 61 notes it as an appropriate weapon for using the Arm Lock technique with: if I'm reading the technique description right, you can do this at full skill without needing to buy the technique up or buy a Special Setup perk. With all this, you want more of a niche? |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
"A tonfa is the only one of these that can work both at close combat and at reach 1." With thrust crushing which as I've pointed out above is a very minor improvement over enhanced and protected punching. "It's the only one that can be used to attack and parry with Tonfa, Brawling, Karate, or DX at no penalty. It's the only one that can be used to attack with an Easy skill, or be used to attack at no default penalty without having any combat skills whatsoever." PCs have skills though. In fact a weapon that's easier to use is actually a disadvantage because it means that some chump who picks up your weapon is more effective with it. Variety of skills with which you can use it doesn't really matter because you either have one of them to use it with or you don't and the skills don't carry much along with them. RAW Tonfa is also a terrible skill because of how narrow it is. Brawling is an easy skill but it more than pays for that with missing features and just means a reduction in cost if you are hitting a skill cap anyway. "It's the only one that can switch to Reverse Grip at no penalty for the technique." Which is a nice thing to throw in for an already solid weapon. However it doesn't actually mean any increased efficacy compared to someone who did buy up the technique so this can't support tonfa by itself. "And Martial Arts p. 61 notes it as an appropriate weapon for using the Arm Lock technique with: if I'm reading the technique description right, you can do this at full skill without needing to buy the technique up or buy a Special Setup perk." Of course you can do it at full skill. Full skill is where Arm Lock starts no matter what. Martial Arts p. 61 is also noting that Tonfa is the necessary skill for Arm Lock not that it's unusual in being able to use it. Lots of weapons should be able to Arm Lock. On the other hand look at a nunchaku which does more swing damage, due to it's half flail ability effectively gives bonus skill even past a skill cap and even weighs more. Or a jutte which is an impressive disarming tool while being substantially smaller and incidentally has RAW support for being a kusarijutte instead. Or a bokken which can do more swing or thrust damage, can optionally be used two handed for even more damage and weighs more. Even a short baton allows swing damage at C range. Quote:
|
Re: Improving the Tonfa
Quote:
Given your willingness to make a custom Jutte with a protective hilt, why not steal the Jutte's disarming prongs and stick them on the Tonfa? Or whatever other weapon. LTC2 p15. |
Re: Improving the Tonfa
Quote:
That brings up an important point as well. If the tonfa isn't performing excellently then change it. I'd also be interested in ideas for realistic alterations of a tonfa that might make it perform better. |
Re: Improving the Tonfa
If there were realistic options to make the tonfa better then we would already see them in real life. As soon as you put a parrying/disarming prong on a tonfa, you lose half of the other techniques it can be used with.
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
Oh, I forgot to tell... Some people think that tonfas are that: http://www.google.fr/imgres?imgurl=h...ed=0CCoQrQMwAg They may be. And these seem not to be very effective, indeed. The tonkwas I am talking about are that: http://www.google.fr/imgres?imgurl=h...ed=0CCQQrQMwAA Mine weighs 1 pound (a piece) and are just training tonkwas. If the craftsman who made them (a black belt kobudoka) had to make true weapons, he would use an even harder wood. Quote:
Just note (but I'm sure you already know it) that in Okinawa, the police weapon was the sai, not the tonfa. Quote:
In kobudo, it is taught after bo (quarterstaff) and sai because it is harder to learn. Quote:
But it is a pity that GURPS tonkwa has not such a treatment in GURPS rules. As I said previously, it strikes much faster than any other kobudo weapon... It's ability to kill with one blow to the skull or to destroy knees are not really handled, because it doesn't do enough damage. One of my karate and kobudo sensei is a tonkwa specialist. She has something like ST 10, ST 11 at best. So, in GURPS terms, she is only supposed to deal 1d+1 cr with a swinging tonkwa blow. Hard to kill an average guy with that. Even hard to knock him out... Quote:
Furthermore, allowing a karateka to use a tonkwa to punch and parry freely is neither realistic, as I said above. Maintaining the tonkwa firmly on the arm requires a lot of training. And the hikite is very different. A karateka not specifically trained to use tonkwas would inevitably hurt himself. Despite 2 years of kobudo training (and 16 years of karate training), I wouldn't use it in a true combat. I'm not trained enough. I would rather use the bo, which is less dangerous but inflicts (in reality, not in GURPS) less damage. |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
You think it deserves more damage? How much more? Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
https://www.youtube.com/watch?v=Y8V--2H9lj0 Quote:
Quote:
Quote:
:-) To stop kidding, here is another video. https://www.youtube.com/watch?v=ILzmQoAkirU Wait for the kata done at full speed, to understand what I want to mean. And don't be surprised by the posture on one foot. It is not unbalanced because there is a kaisai (hidden technique) inside: a kick that is not shown during the kata. |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Oh, I forgot to tell... Happy new year to everyone!
I really enjoy GURPS and people here because you all make me think a lot, open my points of view, understand things better... Thank you very, very much to all of you. Have an amazing year, full of GURPS, of course, and all other things you like! |
Re: Improving the Tonfa
I honestly think what you are describing comes under GURPS resolution as the Weapon Master advantage. The video you linked to gives evidence to this (IMO). It's the difference between someone who is merely skilled (i.e. trained with a light club), vs someone who has the benefit of generations of skilled knowledge passed down in how to generate real power with a light weapon (relative to other battlefield weapons). WM would give a ST 10 user +2 to both swing and thrust, which is enough to bring the damage up to the level you are looking for.
Note that this doesn't mean every real life trained practitioner of the tonfa/tonkwa is a "Weapon Master", it means only that this is how the GURPS game handles this kind of difference. |
Re: Improving the Tonfa
Quote:
Personally, I'd just put it to 'martial artists are strong', and the fact that people aren't actually that hard to break. +2 ST over Gollum's expectation explains the results just as well as tonfas actually being way more awesome than other virtually-identical sticks. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Well, and better understanding of mechanics than exists before then to design in the first place, though that's something that could presumably be done through trial and error. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
My original point was intended to be that sometimes great ideas can still be found for old designs. The reason something wasn't done sooner may simply be that no one thought of it yet. |
Re: Improving the Tonfa
Quote:
But for the comparison with the small mace and the round mace, it is a problem, indeed. It really sounds exaggerated. A metal weapon logically hits harder... Especially against armors! Having said that, here again, in collisions, the speed is more important than the weight. We are at the limits of GURPS granularity, actually. _____ * I never made any scientific experiment to prove it, though. |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
Power = 0.5 x Mass x speed ² If they are right, speed is much more important than weight. |
Re: Improving the Tonfa
Quote:
Anyway, in GURPS, damage seems to be proportional to the square root of kinetic energy (e.g. dice = (move × HP) ). |
Re: Improving the Tonfa
Quote:
Energy is usually involved in penetration and some types of injury; it must be involved in deformation. Momentum seems very, very important in hand weapons. Not that energy isn't, but you can't discount the impact (so to speak) of the MV quantity when using weapons. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Wow... Thank you for that physics lesson. The formula I quote just came from very distant memory of my secondary school... About 30 years ago...
|
Re: Improving the Tonfa
I skipped that one... Sorry...
Quote:
It's even worse! In GURPS, strength is only one basic attribute. In reality, every sport, martial art or other physical activity makes you improve your muscle in a way that would't really fit to another activity. A very good karateka, for instance, would make a very poor climber, runner and vie versa. GURPS correct that a bit with the optional striking and lifting strength. But even then, a good weight lifter would make a poor karateka. And even if we remain in martial arts, a good karateka would make a poor fencer and vice versa... All these people do a lot of muscle training exercises... But their musculatures are still very different... Having said that, GURPS has to be a playable game. Quote:
Quote:
The difference of speed between the bo and the tonkwa when I look the black belt during my kobudo trainings is really awesome. Quote:
Quote:
My main problem with the tonkwa damage as they are written in GURPS rules remains the comparison with the light club. It is impossible to give to a light club the impulse and force you can give to tonkwa. Unless I really don't understand what GURPS calls a light club. |
Re: Improving the Tonfa
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
And yeah, ST damage is funny. Needs rescale in the mythical 5e / maybe some Alternate GURPS. Probably will need scaling up HP and firearms damage, since a +1 to ST still needs to provide a meaningful difference to damage (otherwise it's a very disappointing buy). |
Re: Improving the Tonfa
Quote:
So giving the tonfa +1 damage on this strike only might be a good option. It might change the tonfa from Thrust to Swing. In most grips the tonfa will be doing only Thrust. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Breaking bone (or bending armour) is likely to have similarities, which is likely one reason momentum is so important for hand weapons. |
Re: Improving the Tonfa
Thank you for the informations about the light club. It is a far much heavier weapon that what I imagined...
What I realized this morning, while reading again (and more attentively) the whole list of melee weapons in Martial Arts, is that the tonkwa is supposed to deal less damage than the jo. The comparison with the bo may be debatable... But the one with the jo is certainly not. So, I fully do agree with Sindri now. The tonkwa could be raised to sw+1 cr (instead of sw+2). It would make it as powerful as the jo handled with two hands, which would take into account its very specific speed when turning around the wrist, without making it as powerful as a small or round mace. For the thrusting damage, I wouldn't change anything. As far as I know, it has no special quality when punching with it (except being harder than a naked fist). This would give:
Quote:
Swirling attack*, average, +1 to damage. After all, designing a couple of interesting techniques may be the way to make the Tonfa skill more attractive, Sindri. _____ * I don't know if swirling is the word that really fit. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Alright, let's put together some of Gollum's statements about the tonfa/tonkwa to generate a technique.
First, we're talking about a technique of spinning the tonfa to strike. I'm going to assume we're starting with it in a normal (Reach 1) grip and making a full circle to build up speed and hit. Gollum's statements imply something like +2 to sw damage. He's also made note of the tonfa being unbalanced when used like this, implying difficulty in following up the maneuver with a Parry. Altogether, I'd say this is probably a Hard Technique with a +1 to damage, typically used as part of a Committed or All Out Attack (Strong). The spinning may make it a bit more difficult to avoid - a -1 to Parry and Dodge may be appropriate. You can easily screw up the spin, and it's the same basic motion as Reverse Grip, so I'd say the ability requires an "activation roll" at full skill, which is probably good for a +1. That means it's either at -1 (just damage bonus) or -4 (damage bonus and defense penalty). I'll leave it to those with more experience with combat and/or physics to determine if it's Realistic or Cinematic - but if the latter, it's probably only lightly cinematic (meaning it's probably appropriate in a realistic game, but not in one using Harsh Realism). A more cinematic version would get a further +1 to damage (for +2 or +1/die total) and be at a further -2 to skill. Someone with Striking ST 11 (skilled martial artists probably tend to have at least this) can thus use this Technique as a Defensive Attack at 1d+1, an Attack at 1d+2, a Committed Attack (Strong) at 1d+3/2d-1, or an All Out Attack (Strong) at 1d+4/2d. Striking a foe in the Skull with even a Defensive Attack has over a 60% chance of knocking the foe out outright (17% chance of 0 injury, 17% chance of 4 injury, 67% chance of a Major Wound; against a foe with HT 12, the first means no chance of knockout, the second only a 1.5% chance, but the third has a 91% chance of dealing a knockout), while the more common Committed Attack (Strong) has either a 91% or 76% chance of scoring a knockout, depending on if you convert the adds to dice. |
Re: Improving the Tonfa
Well this has been an interesting read. I've got some questions and comments, but I don't want to completely derail the Technique building... so skip this if you don't think you can (or just don't want) to try to answer some of my questions while working on Technique design.
... Okay, still reading? I don't have GURPS Martial Arts for 4e. Long story short I want it (like I want many things in life), but I'm a bum lucky to have a roof over his head right now (let alone internet access) so I'm not getting to read it anytime soon (s'okay, I still need to make time to read Social Engineering ;) ). Reading this got me glancing at the handful of 3e books I still have on hand (they were too beat up to sell off) I noticed something. Now 3e has some obvious mechanical differences but they shouldn't come up unless we get into a very detailed discussion that even I am not expecting right now. Still, if clarification or further explanation is needed, just ask. The big thing is under 3e Rules, the damage for certain things is different, but other things remain the same. Going through some of the weapons discussed earlier in this thread, nunchaku do +1 damage (that is, sw+2) and even more relevant, the 3e damage rules for tonfa are that when used to augment Karate strikes, it eliminates the usual -2 to damage for unarmed punches and otherwise does thr+1/sw+1. This makes me wonder if it was either intentionally "nerfed" or was simply a victim of trying to save space in the 4e Basic Set rules: there isn't an actual line for Tonfa on the weapons table (well, that I could find). The text for the skill cites treating it as a baton when used that way or holding it alongside your forearm and jabbing with it for thr+1 damage. So... anyone know why this change happened? There are some other ideas I had, but I'd better keep it as narrow a focus as I'm good with. |
Re: Improving the Tonfa
Quote:
And this works well in IMO as you use these things in pairs so you do that with one and parry with the other. so even at current stats Gollum's ST11 teacher is doing 1d+2 on such a committed attack that on average is a major wound on the Skull of similar target. At the end of the day the tonfa is baton that's traded reach and an awkward grip for some clever techniques that take skill to leverage. While I can happily see that a good tonfa strike to the skull or joint is disabling, we are ultimately taking about locations with either a really high damage multiplier, or really low HP threshold for crippling. Ultimately it's niche weapon and I'd hesitate to up it's damage as it risks being all things to all people. Especially as in terms of weight and size it's closer match to a baton than a small club and its already the same basic Sw damage FWIW while I can accept the swinging circular attack (relying on momentum induced centripetal force) gets some benefit, I not sure it over compensate for the loss of force from reduced arc length and wrist snap form a more traditional weapon strike. (certainly it doesn't match a 6' staff swung at full extension which I think has been claimed). |
Re: Improving the Tonfa
Quote:
There ought to be a difference in the damage of a staff used with Staff skill and one used with Two-Handed Sword skill. The former gives up some reach with the swing and significant leverage for increased defensive utility, but in the rules as written, there is no penalty to doing so. Staff does sw+2 and has Reach up to 2 cr no matter how you hold it, so there is no GURPS benefit to styles that also teach Two-Handed Sword skill with the staff. |
Re: Improving the Tonfa
Quote:
Again... I'm clueless about this so please understand that I should probably have a bunch of question marks somewhere in there to make it clear I'm asking as much or more than I'm stating these things. >.> For a better game world representation... I'm wondering if fractional Armor Divisors (Armor Multipliers) would be worth the hassle to better represent some of these things. Higher base damage (for example) but then an Armor Multiplier means against an unarmored foe its quite effective but pretty pointless striking that guy with a breastplate. Does that match the reality at all? |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
I'd give it Sw+3 like a great sword maybe
One of my former coworkers refused to carry the issue baton considering it only useful for pulling his pants down. It was about 3ft long, .75 lb, aluminum with no side handle, and was hollow and made lovely ringing noises whenever it struck something hard like a chair by accident |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
Quote:
Quote:
Quote:
Hey! But you've got it. No need to improve damage in the rules. The committed attack could just handle this kind of technique... Wow... GURPS is really great... |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
But all that doesn't answer to Sindri questions about how to make tonkwa skill more attractive. After all, it was considered as a very good weapon in Okinawa. Good enough to remain in all kobudo training around the world... So, it surely has some interesting advantages... |
Re: Improving the Tonfa
Quote:
Quote:
As for further options for utilizing/improving the tonfa, if katars and patas are usable with Knife, Shortsword, and Broadsword, the tonfa should probably be usable with Shortsword, and the Tonfa skill - like Jitte/Sai, Lance, and Saber - should go away. Cinematic characters may be able to use the tonfa with Smallsword instead (probably a Weapon Adaptation). Another thing to note about the tonfa is that with its low MinST a character with ST 11 is at +1 to make or resist a Feint, suffers only -3 (rather than -4) when making subsequent Parries, and is at +1 for A Matter of Inches (MA110). A character with ST 14 (common for cinematic tonfa users) is instead at +2, -2, +2 above. |
Re: Improving the Tonfa
Quote:
|
Re: Improving the Tonfa
Quote:
The ordinary one, in which the parry is enhanced because the length of the weapon is the same on both side of your body. You can for instance parry an attack to the knee with one side of the weapon while attacking the neck at the same time with the other side of the weapon... And a handling like a long two-handed sword. The reach is then longer and the damage may be improve (the lever effect is higher). When I was comparing tonkwa and bo damage, I was speaking about the ordinary use... Like Icelander, I'm not sure you can have both advantages at the same time... |
Re: Improving the Tonfa
Quote:
Quote:
Quote:
|
Re: Improving the Tonfa
Quote:
There's a big difference from a bokken that's maybe 42" in length and a 58" or 72" length of hardwood. |
| All times are GMT -6. The time now is 03:02 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.