Dagorhir Belegarth Rules Comparison

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|-
 
|-
 
| all weapons must pass <0.5" through 2.5" hole
 
| all weapons must pass <0.5" through 2.5" hole
| blue/red weapons must only pass <0.5" through 2" hole, javelins must only pass <0.5" through 3.5" hole
+
| blue/red ''only'' weapons must only pass <0.5" through 2" hole, javelins must only pass <0.5" through 3.5" hole
 
|-
 
|-
 
| spears flex <45 degrees
 
| spears flex <45 degrees
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| blade min 2-edge = 1.25" x 3" 1-edge = 1.25" x 2.5"
 
| blade min 2-edge = 1.25" x 3" 1-edge = 1.25" x 2.5"
 
|-  
 
|-  
| no rock weight max  
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| No rock weight max  
| rocks <24ozs.
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| Rocks <24ozs.
 
|-
 
|-
| no balance requirement
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| No balance requirement
| swung weapon cannot balance below the padding (in the handle)
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| Swung weapon cannot balance below the padding (in the handle)
 
|-
 
|-
| no ahistorical/fantasy metals, 20ga min
+
| No ahistorical/fantasy metals, 20ga min
| titanium allowed, min 16ga metal armor, welded/riveted mail can be 18ga, 1/8" max thickness
+
| Titanium allowed, min 16ga metal armor, solid plate or welded/riveted mail can be 18ga, 1/8" max thickness
 
|-
 
|-
| a shield must be <wielder's height-18"
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| A shield must be <wielder's height-18"
 
| A shield may not be taller than the distance between the wielder’s chin and their ankles
 
| A shield may not be taller than the distance between the wielder’s chin and their ankles
 
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|-
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| No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30” unpadded
 
| No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30” unpadded
 
|-
 
|-
| axes, flails, maces, polearms, and the like must have padding similar to the flat of a bladed weapon on non-striking, non-handle areas
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| Axes, flails, maces, polearms, and the like must have padding similar to the flat of a bladed weapon on non-striking, non-handle areas
| axes, flails, maces, polearms, and the like must have striking surface level padding everywhere but the handle
+
| Axes, flails, maces, polearms, and the like must have striking surface level padding everywhere but the handle
 
|-
 
|-
 
|'''Differences in Combat:'''
 
|'''Differences in Combat:'''
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| Strike must land with "Noticeable" force to cause injury
 
| Strike must land with "Noticeable" force to cause injury
 
|-
 
|-
| disbled weapon arm allows swapping weapon to good hand (magic switch)
+
|A blow solidly impacting multiple areas can only damage one, take the more disabling area
| disabled weapon arm, drop the weapon (No magic switch)
+
|Unclear, may be either, a blow solidly impacting multiple areas damages all solidly struck areas or as in Belegarth
 
|-
 
|-
| leather can only initiate grapple with leather, chain, plate.  Chain only with chain, plate.  Plate never.
+
| Disabled weapon arm allows swapping weapon to good hand (magic switch)
 +
| Disabled weapon arm, drop the weapon (No magic switch)
 +
|-
 +
| Leather can only initiate grapple with leather, chain, plate.  Chain only with chain, plate.  Plate never.
 
| Can't initiate grapple in armor with anyone
 
| Can't initiate grapple in armor with anyone
 
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|-
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| Can't shield bash a gimp, though you can check them. Can check from behind (but still not bash). Shield contact to the head/neck is explicitly prohibited, not just discouraged. Kicking a buckler is not discouraged.
 
| Can't shield bash a gimp, though you can check them. Can check from behind (but still not bash). Shield contact to the head/neck is explicitly prohibited, not just discouraged. Kicking a buckler is not discouraged.
 
|-
 
|-
| pierced arms hang, hacked arms behind the back
+
| Pierced arms hang, hacked arms behind the back
| pierced and hacked arms go behind your back, though are still pierced
+
| Pierced and hacked arms go behind your back, though are still pierced
 
|-
 
|-
 
| Arrows, rocks and javs must deflect >30 degrees to have hit
 
| Arrows, rocks and javs must deflect >30 degrees to have hit
 
| Arrows, Rocks and Javs only need to be slightly deflected
 
| Arrows, Rocks and Javs only need to be slightly deflected
 
|-
 
|-
| no healing
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| No healing
| healing poems to recover from injuries
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| Healing poems to recover from injuries
 
|}
 
|}

Revision as of 15:33, 6 July 2009

Consider this a work in progress started from Chicken's post. http://board.belegarth.com/viewtopic.php?p=403350#p403350

Belegarth Rule Dagorhir Rule
all weapons must pass <0.5" through 2.5" hole blue/red only weapons must only pass <0.5" through 2" hole, javelins must only pass <0.5" through 3.5" hole
spears flex <45 degrees spears flex <90 degrees
no flail head weight requirement, min circumference 15", no gap greater than 1.5" between dingleberries, 40" max length flail head >4ozs., min circumference 16", tether must be "completely covered" in foam, no length maximum
swung weapon <24" no weight minimum, 24-48" >12ozs, 48"+ >24ozs. swung weapon 0-48" >12ozs. and 48"+ >24ozs.
no blade dimensions, just hit test blade min 2-edge = 1.25" x 3" 1-edge = 1.25" x 2.5"
No rock weight max Rocks <24ozs.
No balance requirement Swung weapon cannot balance below the padding (in the handle)
No ahistorical/fantasy metals, 20ga min Titanium allowed, min 16ga metal armor, solid plate or welded/riveted mail can be 18ga, 1/8" max thickness
A shield must be <wielder's height-18" A shield may not be taller than the distance between the wielder’s chin and their ankles
18" unpadded area or 1/3 the length of the weapon, whichever is longer, not to exceed 1/2 the length of the weapon No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30” unpadded
Axes, flails, maces, polearms, and the like must have padding similar to the flat of a bladed weapon on non-striking, non-handle areas Axes, flails, maces, polearms, and the like must have striking surface level padding everywhere but the handle
Differences in Combat:
Strike must land with "Sufficient" force to cause injury Strike must land with "Noticeable" force to cause injury
A blow solidly impacting multiple areas can only damage one, take the more disabling area Unclear, may be either, a blow solidly impacting multiple areas damages all solidly struck areas or as in Belegarth
Disabled weapon arm allows swapping weapon to good hand (magic switch) Disabled weapon arm, drop the weapon (No magic switch)
Leather can only initiate grapple with leather, chain, plate. Chain only with chain, plate. Plate never. Can't initiate grapple in armor with anyone
Shield bashing, checking and kicking are allowed. A person may not Bash, Check or Shield Kick an opponent's rear quadrant. Shield pushing or incidental contact in an opponent's rear quadrant is allowed. Can't shield bash a gimp, though you can check them. Can check from behind (but still not bash). Shield contact to the head/neck is explicitly prohibited, not just discouraged. Kicking a buckler is not discouraged.
Pierced arms hang, hacked arms behind the back Pierced and hacked arms go behind your back, though are still pierced
Arrows, rocks and javs must deflect >30 degrees to have hit Arrows, Rocks and Javs only need to be slightly deflected
No healing Healing poems to recover from injuries
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