Difference between revisions of "Common Misconceptions"

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==From the [[V8]] [[Rulebook]]==
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In prior versions of the Amtgard [[V8]] [[Rulebook]], this section answered commonly-asked questions about the rules. In 2022, however, this section was removed in favor of updating the rest of the book to help answer these questions before they needed to be asked. All current clarifications can be found on the Amtgard website at [https://www.amtgard.com/documents Amtgard.com/documents].
  
# For [[Verbals]], unless otherwise stated, it doesn’t matter if your target is in range/in line of sight/able to be affected by a Verbal at any point other than the end of the [[Incantation]].
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{{V8 Rulebook}}
# If you moved after dying, you must have [[Summon Dead]] cast on you from [[Respawn]] in order to return to play in any way other than respawning. You can’t just run to the [[Healer]] and have them Summon Dead you in the middle of the field.
 
# [[Ancestral Armor]] doesn’t block [[engulfing]] hits to your [[equipment]]. It will block engulfing hits to your [[armor]]. The reason is because, for example, an [[Entangle]] ball to the weapon doesn’t count as an entangle ball to the arm holding said weapon; engulfing magic balls just affect you if they hit your equipment, and ancestral armor only stops hits to the armor.
 
# [[Light Thrown]] is generally more powerful than [[Heavy Thrown]], and purposefully so. They both do the same amount of damage, but light thrown has smaller design requirements and you can therefore carry more. This is meant to be an advantage for [[Assassins]].
 
# [[Release]] and [[Greater Release]] don’t just end [[States]], they also end [[Effects|Ongoing effects]]. [[Fight After Death]], [[Elemental Barrage]], [[Awe]], [[Heat Weapon]], and [[Terror]] are all examples of effects that can be removed by Greater Release.
 
# [[Phase Bolt]]/[[Phase Arrow]] only ignores [[Enchantments]] and [[Ongoing Effects]]. It doesn’t ignore anything else. For example, you can throw a Phase Bolt at a [[Monk]] in [[Sanctuary]] from 2' away and they are affected because it ignores Sanctuary and [[Missile Block]]. It does nothing to a [[shield]], and it doesn’t ignore regular [[armor]]. It will ignore pure [[magic armor]] (like [[Stoneskin]]) and treat [[Warrior]] [[Ancestral Armor]] like regular armor. It will not ignore the [[Insubstantial]] and [[Frozen]] effects; even if those effects are given by an [[Enchantment]].
 
# When casting a [[Verbal]] at 20’ range or greater the caster must begin the [[incantation]] with the target’s name. If the target’s name is not known, then the caster must do three things: Point at the target with a free hand; state the target’s [[class]]; and state a unique descriptor for the target. If the caster doesn’t either state a name or do all three things, the Verbal is not properly cast.
 
# [[Heat Weapon]] targets [[weapons]]. If the targeted weapon is dropped mid-incantation, it is still heated because the weapon, not the person, is targeted. This means that a weapon lying all by itself in a field can be affected by heat weapon.
 
# [[Pyrotechnics]] targets a person but affects their [[equipment]]. The weapons themselves must be immune to [[flame]] in order to be protected from Pyrotechnics. [[Monks]] and [[Anti-Paladins]] are immune to [[Verbal]] Magics and Flame respectively, but their equipment is not. In general, when it comes to immunities what a spell targets doesn’t matter; just what it affects.
 
# [[Shield Crushing]]/[[Armor Breaking]] don’t have to be announced on every swing. When you first engage with someone, let them know the special effects of your weapons, and you’ll be fine. Same goes for any [[Enchantment]]/Special [[Effect]].
 
# It’s commonly known that [[enchantments]] can only be cast on yourself if they have a range of Self; [[Touch: Others]] enchantments cannot be cast on yourself. A common misinterpretation is that this applies to [[Verbals]] too. This is not true. You can cast Touch range Verbals, such as [[Heal]] and [[Release]], on yourself.
 
# The [[range]] on all [[Verbals]] state their maximum range. This means that all ranged Verbals can be used at a range of touch. Because [[Enlightened Soul]] only makes someone immune to Verbal Magic used at a range greater than touch, it will not protect against a Verbal Magic used at a range of touch.
 
# In order for an unwilling player to be affected by a Touch range Magic or Ability, they must be [[Frozen]], [[Stunned]], Dead, or unable to otherwise fight and move away. This, for example, means a Frozen [[Monk]] is not immune to [[Shatter]] used at a range of touch. A player who is just [[Stopped]], but has no weapons, is still considered able to engage in combat, and so must be willing in order to be affected by touch range Magic or Abilities.
 
# You can wield a [[shield]] and a [[weapon]] in the same hand. The restriction is that you can’t wield two weapons in the same hand. Shields aren’t weapons.
 
# If you just thought of some obscure combination of abilities that are able to grant you a huge battlefield advantage that obviously wasn’t intended, the answer is probably no.
 
# Declaring [[Enchantments]]/game [[effects]] or explaining what abilities do to new or inexperienced players should not interrupt existing [[incantations]] or ongoing [[chants]]. The point of declaring enchantments is to keep the game flowing smoothly for all involved. A player is not punished for pausing an incantation to aide in the flow of gameplay. If a Bard, for example, paused their Chant to explain to a new player what the Chant represents, he/she may resume the chant when they are finished. When in doubt, give leeway to players who go out of their way to teach the game to other players during a game.
 
# [[Sniper]] made easy: Player may physically carry any number of [[Specialty Arrows]] of each type. Player may shoot one arrow of each specialty type per life; Then may charge x3 to shoot another arrow of that type. (Repeat for any number of further arrows of that type that life)
 
# [[Armor]] stops [[Wounds]] by losing points in the location it is hit. This damage is tracked on a location, as long as there is any armor on that location. Adding another piece of armor does not affect the damage, although it might affect the maximum armor points of that location. You must remove all armor from a location for the damage to stop being tracked.
 
# [[Teleport]] - you must move *directly* to a fixed location (One that won’t move during transit, you can’t pick “10 feet behind that warrior”). If you cast Teleport on yourself you may end the teleport as per normal for Insubstantial but there’s no wandering around. Directly means directly, and reeves have final say as to what that means you can do in transit.
 
# If a player under the effects of [[Circle of Protection]] is affected by [[Teleport]], the duration of [[Insubstantial]] changes to the duration of Teleport, but the restriction that you cannot move lasts until COP ends.
 
# For the purposes of having an empty hand for casting, opening the hand gripping a shield handle is all it takes to qualify. You do not have to completely remove your hand from touching the hand-hold in order to not grip a shield, as Gripping means to take a firm hold with your fingers.
 
# Lorica segmentata is not [[Plate]] Armor. It is equivalent to [[Brigandine]], base 4 points, max of 5. (Due to the design it cannot qualify for the higher max via Large Plates)
 
# Neither slingshots nor atlatls appear as a weapon type in the Rulebook. The only things you could argue they could be are:<br>
 
#** Heavy Thrown/Light Thrown.<br>
 
#** An alternative to bow/arrows.<br>
 
#* They aren’t legal because:<br>
 
#** Thrown weapons must be thrown.<br>
 
#** A slingshot/atlatl isn’t a bow.<br>
 
# Casting [[Persistent]] on an [[enchantment]] that provides a set number of uses only matters if you died with remaining uses left (through [[Phase Bolt]]/[[Phase Arrow]] or some other method that bypassed [[Phoenix Tears]] for instance).
 
# Half Draw is half the distance between the brace height and 28 inches. If your [[bow]] has a brace height of 8in. That bow’s Half Draw is 18 inches.
 
# If you intentionally cause your own death, it has the same repercussions as taking a death.
 
# [[Enchantments]] only check validity when they are first cast. For example: If someone has [[Attuned]] and two [[Persistent]] Enchantments and they die, Attuned is removed, but the two Persistent Enchantments stay.
 
# Any [[armor]] worn under other armor can be treated as a [[Gambeson]] (on a per location basis). However, if that Gambeson extends past the area covered by the armor it is supporting, it can still only be treated as [[Cloth]] armor or [[Garb]].
 
# Cross Section refers to the width of a [[strike legal]] portion of a [[weapon]] (the distance from one edge to the other of the flat of a flat blade for instance). The thickness of the striking edge can be any amount that still results in a safe weapon.
 
# The Amtgard rulebook uses the terms ban and suspension interchangeably, regardless of duration or other qualifiers, for purposes of the [[Code of Conduct]].
 
[[Category:Rulebook Terms]]
 
[[Category:Amtgard Terms]]
 

Latest revision as of 17:59, 15 July 2024

In prior versions of the Amtgard V8 Rulebook, this section answered commonly-asked questions about the rules. In 2022, however, this section was removed in favor of updating the rest of the book to help answer these questions before they needed to be asked. All current clarifications can be found on the Amtgard website at Amtgard.com/documents.

V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Magic Items · Battlegames · Classes · Magic, Abilities, States and Special Effects · Magic and Abilities · Rules Revision Process · Common Misconceptions · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure