Staves

The unique One Ring rules set invites tinkering and secondary creation. Whilst The One Ring works brilliantly as written, we provide this forum for those who want to make their own home-brewed versions of the rules. Note that none of these should be taken as 'official'.
Otaku-sempai
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Staves

Post by Otaku-sempai » Sat Feb 27, 2016 2:05 pm

I thought that it might be time to move the Quarterstaff discussion here to the House Rules forum. While we are at it, we might as well discuss staves in general. These weapons are introduced primarily to provide options to Loremasters for arming Adversaries and other NPCs. Encumbrance ratings are provided in the case that a Hero should wish to adopt the weapon (with the Loremaster's permission).

Staves as a weapon group: There are several weapons that fall in the category of (Staves):

New Weapon: Stick-fighting Staves
Wielded singly or in pairs, stick-fighting staves are wooden batons that are thinner and lighter than clubs. They are not commonly found in the north-western regions of Middle-earth, but are used by some Easterling and Southron peoples. Stick-fighting is primarily a defensive technique.

Stick-fighting Staves
Damage: 3
Edge: G-rune
Injury: 12
Called Shot: -
Notes: Used singly or in pairs. Singly, imparts a +1 bonus to Parry; paired, gives a +2 bonus to Parry. Encumbrance rating of 0.


New Weapon: Shepherd's Crook
The Shepherd's crook is a simple device used by herders and drovers. A long, sturdy stick with a hook on one end, it has multiple uses from balance to defending livestock from predators. The hook can be used to rescue fallen animals by snaring them by the leg or head.

Shepherd's Crook
Damage: 5
Edge: 10
Injury: 14
Called Shot: Disarm
Notes: Two-handed weapon. Encumbrance rating of 2. A short version is used by Hobbits (Injury 12; Encumbrance: 1).


New Weapon: Bounders' Stave (Short staff)
The Bounders' stave is the preferred weapon of the Hobbits called Bounders (the Shirriffs who patrol the borders of the Shire), allowing them to subdue or drive off troublemakers with less chance of injury to themselves. This short stave is a stout, seasoned wooden staff that is between four and five feet long and capped in copper or bronze at both ends. An unskilled wielder would zero ranks in the stave's use and would normally roll no Success dice when attempting to use it (and, thus, cannot attempt a called shot).

Bounders' Stave
Damage: 3 (1h)/5 (2h)
Edge: 10
Injury: 12 (1h)/14 (2h)
Called Shot: Disarm
Group: -
Notes: Usable with one or two hands. Carries an Encumbrance rating of 2.

New Weapon: Quarterstaff
The Quarterstaff is a stout, wooden stave about six to eight feet long with smooth, blunt ends. The ends may be shod with metal or reinforced with cord or other material. It is a simple, but effective close-combat weapon for travelers and common folk. Due to their reduced size, Hobbits and Dwarves are unable to wield the Quarterstaff effectively. An unskilled wielder would zero ranks in the Quarterstaff's use and would normally roll no Success dice when attempting to use it (and, thus, cannot attempt a called shot).


Quarterstaff
Damage: 5 (1h)/7 (2h)
Edge: 10
Injury: 14 (1h)/16 (2h)
Called Shot: Knockdown
Notes: usable with one or two-hands. Carries an Encumbrance rating of 3.

* Loremasters: If you feel that Knockdown is unbalancing to your game, we suggest that you either: rule that the effect is not applicable to Adversaries with Great Size; or instead substitute the Called Shot of Disarm.
Last edited by Otaku-sempai on Tue Oct 24, 2017 9:55 pm, edited 30 times in total.
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Otaku-sempai
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Re: Staves

Post by Otaku-sempai » Sat Feb 27, 2016 9:34 pm

I remember that the suggestion has been made that "Trip" could replace "Disarm" as the effect of a called shot. Could "Trip" be an option that needs to be declared when a called shot is attempted?
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Re: Staves

Post by Falenthal » Sat Feb 27, 2016 11:57 pm

Otaku-sempai wrote:I remember that the suggestion has been made that "Trip" could replace "Disarm" as the effect of a called shot. Could "Trip" be an option that needs to be declared when a called shot is attempted?
Do you mean having two options for a Called Shot? I wouldn't go with it.

If you just mean "substitute Disarm for Trip as Called Shot effect", I also wouldn't recommend it. With some skill in Quarterstaff, a character would be trying to Trip the strongest enemy every turn. If succesful, the enemy would lose all his actions for the next round. Too powerful, in my opinion.

I prefer the option of using Trip instead of a Wound as the effect of a failed Protection test (and thus give the Quarterstaff a low Injury rating). Or, if you don't feel like it, dismiss Trip entirely from the effects a Quarterstaff can provoke.

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Re: Staves

Post by Otaku-sempai » Sun Feb 28, 2016 12:12 am

Yeah, we might be better off just forgetting about 'Trip'.
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Re: Staves

Post by Glorelendil » Sun Feb 28, 2016 1:39 am

If/when other bludgeoning weapons are included (mainly hammers) I'd like a new Called Shot named something like "Daze" or "Stun" to appear. It would impose some sort of penalty on the following round, maybe Moderate Hindrance or something like that. That could also be the Called Shot for staves.
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Re: Staves

Post by Otaku-sempai » Sun Feb 28, 2016 2:02 am

Glorelendil wrote:If/when other bludgeoning weapons are included (mainly hammers) I'd like a new Called Shot named something like "Daze" or "Stun" to appear. It would impose some sort of penalty on the following round, maybe Moderate Hindrance or something like that. That could also be the Called Shot for staves.
If we go by other mace and hammer-like weapons that have already been introduced, a called shot for them results in Break shield. The same applies to Orc-axe and even Heavy scimitar (Clubs seem to have no called shot, though if a Great club is introduced it might also have Break shield).

Staves could be given Knockdown* instead of Disarm. If so, should that apply only to larger staves such as the Quarterstaff, keeping Disarm for the Short stave?

* The target has been knocked down by a blow. A character who is knocked down cannot choose to be 'knocked back' to lessen the impact of the blow. A character who has been knocked down cannot change stance and will spend his next round recovering his fighting position, unable to take any further action that turn.
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Re: Staves

Post by Glorelendil » Sun Feb 28, 2016 2:30 am

Otaku-sempai wrote:
Glorelendil wrote:If/when other bludgeoning weapons are included (mainly hammers) I'd like a new Called Shot named something like "Daze" or "Stun" to appear. It would impose some sort of penalty on the following round, maybe Moderate Hindrance or something like that. That could also be the Called Shot for staves.
If we go by other mace and hammer-like weapons that have already been introduced, a called shot for them results in Break shield. The same applies to Orc-axe and even Heavy scimitar (Clubs seem to have no called shot, though if a Great club is introduced it might also have Break shield).

Staves could be given Knockdown* instead of Disarm. If so, should that apply only to larger staves such as the Quarterstaff, keeping Disarm for the Short stave?

* The target has been knocked down by a blow. A character who is knocked down cannot choose to be 'knocked back' to lessen the impact of the blow. A character who has been knocked down cannot change stance and will spend his next round recovering his fighting position, unable to take any further action that turn.
I've thought about Knockdown as a Called Shot as well, but it runs into implementation problems. I.e., can you knock down a Mountain Giant? A Dragon? So then you start having restrictions and conditions and it gets too fiddly. Forcing an adversary...any adversary regardless of how they are equipped...to miss its next turn is too vulnerable to abuse exploit. "Yeah, we've got a Hobbit with Staves: 6. He just Called Shot the Dragon every turn and it never got a single attack."

That's why I like the idea of a version that just imposes a -2/+2 penalty. I could see that being very useful without being too powerful.
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Re: Staves

Post by Falenthal » Sun Feb 28, 2016 2:42 am

Glorelendil wrote:If/when other bludgeoning weapons are included (mainly hammers) I'd like a new Called Shot named something like "Daze" or "Stun" to appear. It would impose some sort of penalty on the following round, maybe Moderate Hindrance or something like that. That could also be the Called Shot for staves.
Good idea, and less chance of game breaking than Knockdowns.

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Re: Staves

Post by Otaku-sempai » Sun Feb 28, 2016 2:46 am

Glorelendil wrote:I've thought about Knockdown as a Called Shot as well, but it runs into implementation problems. I.e., can you knock down a Mountain Giant? A Dragon? So then you start having restrictions and conditions and it gets too fiddly. Forcing an adversary...any adversary regardless of how they are equipped...to miss its next turn is too vulnerable to abuse exploit. "Yeah, we've got a Hobbit with Staves: 6. He just Called Shot the Dragon every turn and it never got a single attack."

That's why I like the idea of a version that just imposes a -2/+2 penalty. I could see that being very useful without being too powerful.
I dunno. Might even a huge opponent be made to trip or slip? It's easy enough for a Loremaster to make a common-sense call and state that a Dragon, for instance, cannot be knocked down. I'm not sure that it would really be a problem. Introducing a new type of Called Shot might also over-complicate matters. It might be a subject for another, separate House Rule.

I also do not favor the alternative of Break shield for Staves; Knockdown sets them apart and works well with their greater length.
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Re: Staves

Post by Glorelendil » Sun Feb 28, 2016 3:26 am

Otaku-sempai wrote: I dunno. Might even a huge opponent be made to trip or slip?
Sure, but the believability isn't the problem; it's the potential for game-breaking abuse that's the problem.
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