Combat, Weapons, and Equipment


Combat

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Equipment

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Battle

Rules

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Notes

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Armor

Valid Shot


Combat Rules

Damage and Wounds to You:

Head and Neck � Out of bounds. 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. 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 in that hand, in which case it counts as hitting the weapon. Wrists are considered part of the arm, not the hand.
Leg � A hit to a leg results in the loss of use of that leg. You must drop to one knee as soon as is feasible and place the dead knee on the ground. Any following hits to that leg will have no effect (the only exceptions are magical balls and some siege weapons). Crawling, dragging one�s self 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; however, 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: magical balls); otherwise they count as a hit to that leg.

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Combat Notes:

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Combat with Armor:

Armor is rated on its ability to stop blows. The rating ranges from 1 to 7 points, though some monsters can have more. The same damage rules apply to armor. Each strike will remove one point of value from the armor. Certain weapons and affects deal more damage to armor as noted in their descriptions. Daggers, when used to slash, deal no damage to armor of any sort. Damage only applies to the armor on the hit location that was struck.

Armor only protects the area that it covers. Example: if you have armor on the front of your leg, but a gap on your thigh, then a strike to the location left open by the gap would wound you, though the armor itself would be unharmed.

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A Valid Shot:

A valid shot is anything that hits and stops or deflects at an angle.  That said, there are occasionally shots that partially meet these requirements but are not valid.  The best way to learn what constitutes a good shot 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 reeves call is final.

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