Combat Notes

From AmtWiki

Combat Notes

Miscellaneous rules necessary for the smooth operation of combat.
  1. Shots that only strike garb, armor, or carried equipment do not count as a hit unless:
    1. Said items blocked a blow that would have struck a combatant (i.e. garb, carried equipment, etc. are not shields and do not count as armor). Strikes to unwielded equipment are treated as having struck that equipment as well as whatever they would have made contact with were the equipment not there.
    2. The shot is Engulfing. Engulfing effects do trigger on garb and equipment hits.
  2. If a person is wounded in an arm that is throwing a shot, or is killed, shots they threw into motion before being struck still count as a hit if the shot lands within a half second of the throwing arm being struck. In the case of a two-handed weapon, the wielder must remove their 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.
  3. Carried equipment includes both wielded and unwielded equipment in hand, as well as any equipment held or worn on the player's person in any way.
    1. A player may hold more than one weapon in a single hand, but may not wield more than one weapon in a single hand at the same time.
    2. It must be visually clear at all times which weapons are wielded and which weapons are unwielded. If this is not the case, all of the player's weapons are considered unwielded. Example: A player may hold a Dagger in one of the two hands wielding a Great weapon, but could not hold two Shorts in the same hand and only consider one of them wielded.
    3. A player may fire multiple non-Specialty arrows simultaneously, but may not throw multiple thrown weapons, Javelins, or Magic Balls at once from a single hand.
  4. Players may always choose to take a death. Players who take a death may not return to play except by respawning, may not cast any ‘on death’ abilities such as True Grit, have all Enchantments removed (including Persistent ones), and do not benefit from any abilities that prevent death such as Phoenix Tears.
    1. Intentionally causing your own death is the same as taking a death. Examples include striking yourself with a weapon, casting Finger of Death on yourself, and jumping into lava or off a bridge.
Combat Rules
Hit Location · Combat Contact · Inflicting Wounds · Deaths · Combat Notes · Combat Etiquette
V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure