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Old 09-24-2020, 12:37 AM   #1
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: The Whip is just wrong (House Rules)

Well, I finally got back to this. Taking most of Skarg's input and also getting rid of the advanced skills idea (I really don't want this much focus on this side tool/weapon). I am going with a more measured approach. Basically added: -4 DX when used like a lasso; reducing the damage to 1-3; must miss intervening figures; and must have an open hex behind. I am going with this:

Whip:
- Normal damage: 1-3
- May be used as a normal combat weapon, but only for range 3 to 5. No range or DX penalty. (unchanged)
- May be used like dagger markmenship throwing. No changes here. No range penalty since whip is not thrown and has a range restriction (only allowed at 3 hex range. ITL pg 120). Of course it still has the DX -6 penalty.
- May be used like a Lasso but with a -4 DX penalty. Only for range 3 to 5. No range penalty.
- Lasso affect vs body or arm may only be done if the foe is less than twice whipper's strength.
- Hex behind whipper must be empty (no wall, tree, friend or foe). Behind is opposite of where he/she is whipping.
- Intervening figures: must roll to miss for each. A failure to miss does no damage and stops the whip attack. (As always, straight down a hex seam avoids figures).
- Note if you used it like a Lasso that each turn the foe may attempt to escape by 3/DX roll. See ITL page 113. Still the affect for the first turn cannot be avoided.


BTW, this is in reference to a previous thread: http://forums.sjgames.com/showthread.php?t=168815

Last edited by Axly Suregrip; 09-24-2020 at 06:52 AM.
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