This concept was started within another topic:
viewtopic.php?f=54&t=2772, and I think it deserves its own area to be talked about and flushed out.
Acarin wrote:How about push daggers? These are fairly traditional brawling weapons that would be in theme with the game. I'd like to see two variations as well: The traditional flat short bladed version and a thinner slightly longer version (maybe adapted to shar) that chinks like a stiletto. Available in the guild shop of course and possibility by specialized crafting means for rarer materials... and not via traders.
From wikipedia, the ultimate source for all things not necessarily reliable:
"A push dagger (alternately known as: push knife, gimlet knife, fist knife, Stoßdolch (Ger.), push dirk, T-handled knife or punch dagger) is a short-bladed dagger with a "T" handle designed to be grasped in the hand so that the blade protrudes from the front of one's fist, typically between the 2nd and 3rd finger.[1][2] Over the centuries, the push dagger has gone up and down in popularity as a close-combat weapon for civilians and selected military forces.
The push dagger is thought to have originated from the Indian subcontinent, and is related in principle to the 16th-century Indian katar (कटार), or punching sword.[1][2] However, the katar is gripped by two close-set vertical bars, while a push dagger uses a T-handle and a blade that protrudes between the fingers when properly gripped."
This seems to be a more intuitive (and mobile) specialty weapon for assassins versus the heavier katar which can really only effectively be used for thrusting.
Lysse wrote:On the topic of push daggers, that might be something that would be fair to add, though for the sake of balance it might be good if the dagger did less damage than a stiletto, as well as received a penalty to parrying, and was only capable of piercing damage. The lack of any real hand guard seems like it would make parrying much more difficult, if not down right dangerous to do. Also, if the push daggers aren't going to be craftable by Traders, then it might be fair to require a specialised guild ability that allows a Claw to craft them, due to the fact that specialised weapon crafting is the territory of the Traders.
I'm not sure how much a Katar weighs, but I can't imagine it's that heavy.