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Combat and Fighting Rules! *Please Read*
Topic Started: Aug 24 2011, 12:18 PM (145 Views)
Xeno
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Eoria,

We've been having quite a few people show up to play swords with us over the past few Saturdays, and that's rad. I think on average we've been fielding about 15, and it'll only get bigger. However, with the massive influx of people we're getting, it's very important that we're all playing by the same rules. While the original six or seven people who started with me probably know them fairly well, I get sick of explaining them in detail, and have undoubtedly missed one or two important ones as new blood has shown up. The more that these incomplete rules are explained, the more we're going to deviate from the ones we're supposed to be using. That means that I'm going to get whiny and cry when people aren't taking my double arm shots because someone (or myself) forgot to mention that rule. To save myself some anguish, I'm posting the official Amtgard 7.5 Combat Rules as straight copypasta from the rulebook. These should be taken, as the rulebook says, as guidelines, but at least they'll be guidelines that everyone is familiar with. Please take some time to get acquainted with these, so that if new people show up, they all get the same rundown. If you're going to take it upon yourself to explain the rules to newbies instead of sending them to me, make sure you're explaining the same things that I would be, 'cause if they look at me and say 'Well no one told me that,' I'm going to give you a very stern glare and point in your direction.

Any questions about these should be directed to me, and I'll clear them up to the best of my ability. If I don't know, I have people who have been doing this for way longer than me to ask.

Anyway, here we go:


Combat
A Valid Hit

A valid hit is any shot that makes contact and stops or deflects at an angle.
Occasionally shots partially meet these requirements but are not valid. The best way
to learn what constitutes a good hit is to ask your kingdom/group level Guildmaster of
Reeves, but included here is a list of shots that do not count. These are just guidelines
and you should never attempt to use these rules to cheat your way out of a valid
strike. Also remember, that in all situations the reeve’s call is final.

‘Wiggling’ – A shot (normally a stab) that misses its initial target and is then jerked
back and forth weakly in order to contact your opponent.

‘Draw Cuts’ – A shot that slides along your opponent with little force exerted
towards your opponent. This normally happens on a missed stab. Note that a shot
that hits your opponent legitimately and then turns into a draw cut will still wound
or kill the opponent as per the initial blow.

‘Whipping’ – A shot from a non-hinged weapon that is blocked, but the weapon
bends around the block to strike an opponent. These shots are common from
exceptionally small weapon cores, or very long weapons, and should not be taken.
This is not to be confused with your opponent pivoting or ‘wrapping’ a shot
around your block using your weapon as a fulcrum. Whipping only applies when
the core of the weapon itself bends around a block, enabling a shot that would
have otherwise been stopped.

Hit Locations

Head and Neck – Will not count as a hit and is illegal. Deliberately parrying with your head or neck is prohibited.

Arm – The first hit to the arm will result in the loss of use of that limb–this is known as being wounded. A struck arm must be kept behind your back. A second hit to the wounded arm will result in death. Hand shots count as a hit to the arm unless you are holding a melee weapon or wielding a shield in that hand, in which case it counts as hitting the weapon or shield. Wrists are considered part of the arm, not the hand.
**Xeno Note: This is what we call 'Hand on Weapon'***

Leg – A hit to a leg results in the loss of use of that leg–this is also known as being wounded. You must drop to one knee as soon as is feasible and place the wounded knee on the ground. Any following hits to that leg will have no effect (the only exceptions are magic balls and some siege weapons). Crawling, dragging oneself and being carried are the only ways to move about with a wounded leg. You may make a short spring at an opponent with your good leg; hopping on your good leg is not allowed.

Torso – (Includes a person’s shoulders, groin, chest, back, and buttocks) instant death.

Feet – Do not count as a hit if they are on the ground when struck (exception: magic balls); otherwise they count as a hit to that leg.

Combat Notes

1. Any two shots to the limbs (except two shots to the same leg) results in death. Example: You are struck in the arm. The arm must then be placed behind your back and is useless. You are then struck again in any limb, including the one behind your back, and die.

2. A single shot to a hit location, regardless of weapon type or point value, only counts as one blow to the hit location and any ‘extra’ damage never carries through to another hit location. Example: Being struck in the arm with a Red Weapon only wounds the arm. The extra damage is ignored.

3. Shots that only strike garb or equipment do not count as a hit unless said items blocked a blow that would have struck a combatant (i.e. garb, equipment, sheathed weapons, etc. are not shields and do not count as armor).

4. Blows from melee weapons that nick or lightly glance off of a target do not count as hits. Any shot that stops or impacts then deflects at an angle is considered a hit. See also ‘A Valid Hit’ above.

5. Projectiles that nick or lightly glance still count as hits.

6. The chain portion of flails, weapon hafts, hilts, hand guards, and courtesy-padded shafts are not legal
striking edges and do not count as hits.

7. Contact with illegal targets stop a shot and pause the action if necessary for your opponent to recover (i.e. if you hit your opponent in the face, stop combat until he indicates he is unhurt). A single shot which strikes both an illegal and a legal area simultaneously is not valid. i.e. a shoulder shot that deflects into a head is valid, but a neck shot that also hits part of your shoulder at the same instant is not valid.

8. Deflections that then strike true on a target are hits, with the exception of shots that deflect off of illegal targets—which do not count. Projectiles, even on deflections, can only deal damage to a single target i.e. a throwing dagger hitting an arm and then deflecting into the chest only wounds the arm, it does not affect the chest.

9. If a person is wounded in an arm throwing a shot, or killed, shots they threw into motion before being struck still count as a hit, if they land within a half second of being struck. In the case of a two-handed weapon, the wielder must remove his wounded hand from the weapon within a half second for the shot to count. This should be a clear case of finishing an already thrown shot, meaning that it requires no change of direction and the last action required to finish the shot has already been started prior to being struck. If you have any questions, ask your kingdom/group level Guildmaster of Reeves. A reeve’s call is always final in determining if a shot is in time or late.
***Xeno Note: This is 'Shot in Motion'***

10. Shots that knock aside a parry and then strike the target are hits.

11. Bounces never count from projectiles or magic balls.

12. A player who consistently breaks game rules, cheats, causes mundane problems with authorities or safety can be barred from the local group or kingdom by joint agreement of the Monarch and either the Prime Minister or the Guildmaster of Reeves of that group.

13. Players may not wield more than one weapon in a single hand. Firing multiple arrows simultaneously is an exception to this rule.

14. Grappling with an opponent, shield bashing, rough, dangerous, or offensive physical contact is strictly prohibited and can result in being banned from play indefinitely.

15. If you have to think about whether or not a shot was ‘good enough’ to count, it probably was. Always endeavor to have unquestionable honor in the area of calling your own shots. Your peers will respect you and return the favor.

16. Do not call another person’s shots unless you are a reeve. It is rude and considered in poor form. If you consistently have problems with a player not taking their shots, inform a reeve who will deal with them appropriately.
"My name is Xeno, and yes, I know I'm awesome."
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