Dagorhir Belegarth Rules Comparison

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m (Added the shield flexibility rule back in with a minor rewording)
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| blue/red ''only'' weapons must pass <0.5" through 2" hole (greens follow the 2.5" rule), javelins must pass <0.5" through 3.5" hole
 
| blue/red ''only'' weapons must pass <0.5" through 2" hole (greens follow the 2.5" rule), javelins must pass <0.5" through 3.5" hole
 
|-
 
|-
| spears flex <45 degrees
+
| spears must flex <45 degrees
| spears flex <90 degrees
+
| spears must flex <90 degrees
 
|-
 
|-
| no flail head weight requirement, min circumference 15", no gap greater than 1.5" between dingleberries, 40" max length
+
| no flail head weight requirement, min circumference 15", less than 1.5" of rope/chain exposed (the rest covered by dingleberries), 40" max length
 
| flail head >4ozs., min circumference 16", tether must be "completely covered" in foam, no length maximum
 
| flail head >4ozs., min circumference 16", tether must be "completely covered" in foam, no length maximum
 
|-
 
|-
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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
+
| Axes, flails, maces, polearms, and the like must have "enough padding to prevent injury" 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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|Unclear, may be either, a blow solidly impacting multiple areas damages all solidly struck areas or as in Belegarth
 
|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 allows swapping weapon to good hand (Magic Switch OK)
| Disabled weapon arm, drop the weapon (No 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.
 
| 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 while in armor.
 
|-
 
|-
 
| 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.
 
| 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.
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|-
 
|-
 
| 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, pierced still don't count towards death
 
|-
 
|-
| Arrows, rocks and javs must deflect >30 degrees to have hit
+
| Arrows, Rocks and Javelins must deflect >30 degrees to have hit
| Arrows, Rocks and Javs only need to be slightly deflected
+
| Arrows, Rocks and Javelins only need to be slightly deflected to have hit
 
|-
 
|-
 
| No healing
 
| No healing
 
| Healing poems to recover from injuries
 
| Healing poems to recover from injuries
 
|}
 
|}

Revision as of 18:27, 16 February 2010

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

The Rules differences between Dagorhir and Belegarth are very minor, but some do exist. In order to ease crossing over between the two groups the following table has been compiled and is accurate as of July 2009.

Belegarth Rule Dagorhir Rule
all weapons must pass <0.5" through 2.5" hole blue/red only weapons must pass <0.5" through 2" hole (greens follow the 2.5" rule), javelins must pass <0.5" through 3.5" hole
spears must flex <45 degrees spears must flex <90 degrees
no flail head weight requirement, min circumference 15", less than 1.5" of rope/chain exposed (the rest covered by 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") and must be rigid (ie pass the 'taco rule') A shield may not be taller than the distance between the wielder’s chin and their ankles and there is no flexibility restriction
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 "enough padding to prevent injury" 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 OK) 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 while in armor.
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. Must keep one foot on the ground during a shield kick.
Pierced arms hang, hacked arms behind the back Pierced and hacked arms go behind your back, pierced still don't count towards death
Arrows, Rocks and Javelins must deflect >30 degrees to have hit Arrows, Rocks and Javelins only need to be slightly deflected to have hit
No healing Healing poems to recover from injuries
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