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Old 01-03-2022, 03:27 PM   #11
Shostak
 
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Default Re: Pinning down a fix

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Originally Posted by hcobb View Post
The standing grapples have two figures standing in one hex with long weapons.
Henry, it is just common sense (confirmed by direct experience) if one can reach out and punch someone in an adjacent hex, they can grab their arm, shirt, cape, bear, etc.

At times in the videos, the figures do get close, though often not necessarily in the same hex—especially so in the hockey fights. TFT RAW simply doesn’t allow for this. Hence my overhaul of HTH rules.
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Old 01-03-2022, 06:11 PM   #12
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Default Re: Pinning down a fix

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The standing grapples have two figures standing in one hex with long weapons.


That's fine, but GURPS is over that way.
It's the houserules section, Henry, not the game system purity forum.
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Old 01-03-2022, 11:53 PM   #13
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Default Re: Pinning down a fix

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Minimal pin fix:
An attempt to pin is a contest of 3/DX between the two figures with the following modifiers:
Add one die to the number of dice a figure needs to roll for each level of Unarmed Combat the foe has above theirs.
Add one die for each five points of ST the foe has above their own (round up so even an advantage of one point of ST adds a die)
To complete the pin the pinner needs to make their own roll and make it by more that the target makes theirs.
Once the pin is in place the pinner may attempt to tie up the target by making another contest. If they fail this roll the target escapes the pin and if they make the roll by more than the target does then they tie them up.


Note that in a contest between a very strong untalented figure against a weak high level UC figure neither is likely to pin the other.
Sounds good. I'd say being Pinned removes your option to take any action other than trying to break the pin. The pinning character has limited options, such as maintaining the Pin (maybe automatically adding one die to the attempt to break the Pin) or damaging the Pinned foe, by throttling, dislocating limbs, tearing muscle, etc. I'd say they could automatically inflict hth damage each turn during a Pin. I think maybe tying up the Pinned victim might require a roll within the Pin, with the victim breaking free if you fail.

I can imagine this working well for giant spiders tying characters up in webs. 😁

I agree that size should be a factor too.

Cheers,

Sarah
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Old 01-04-2022, 08:20 AM   #14
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Default Re: Pinning down a fix

The problem of the victim of the pin being "held helpless" for two turns minimum (permanently if the pinner is stronger than the victim) still needs to be dealt with. That is just too powerful of an effect.
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Old 01-04-2022, 02:16 PM   #15
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Default Re: Pinning down a fix

What happens if the pinnie can cast say Sleep just by saying it?
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Old 01-04-2022, 08:19 PM   #16
phiwum
 
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Default Re: Pinning down a fix

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What happens if the pinnie can cast say Sleep just by saying it?
Tricky. RAW doesn't say he can't cast a spell that requires no gestures and doesn't give a DX penalty (because, evidently, actions weren't foreseen). On the other hand, it refers to him as "helpless".

You could allow the spell to be cast, with or without a DX penalty.
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Old 01-04-2022, 08:43 PM   #17
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Default Re: Pinning down a fix

If the pinner is wearing iron or steel armor, does it give the pinned wizard a DX adjustment?
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Old 01-05-2022, 01:06 AM   #18
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Default Re: Pinning down a fix

ITL 136 implies that thrown spells can be cast on figures in the wizard's hex, but doesn't give the procedure.
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Old 01-05-2022, 05:49 AM   #19
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Default Re: Pinning down a fix

We’re forgetting something. What HTH option would one use to cast a spell in HTH?
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Old 01-05-2022, 06:41 AM   #20
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Default Re: Pinning down a fix

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We’re forgetting something. What HTH option would one use to cast a spell in HTH?
See Adv Melee (1980), page 4.
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