Difference between revisions of "V9: Monster (General Rules)"

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<ol><li>🌶️Monsters do not wear a class sash. In exchange for being able to access a wide variety of different playstyles under a singular class, monster players are held to a higher standard when it comes to their garb. Specifically, they are required to costume themselves appropriately so they are easily recognizable as the monster they are portraying. This does not have to be a perfect or realistic costume, rather it should clearly evoke the monster to the same degree that the colored sashes indicate the other classes.
 
<ol><li>🌶️Monsters do not wear a class sash. In exchange for being able to access a wide variety of different playstyles under a singular class, monster players are held to a higher standard when it comes to their garb. Specifically, they are required to costume themselves appropriately so they are easily recognizable as the monster they are portraying. This does not have to be a perfect or realistic costume, rather it should clearly evoke the monster to the same degree that the colored sashes indicate the other classes.
*Each monster entry has a minimum expectation for garb, this is usually a mask or other stereotypical visual for that monster, such as fairy wings or a mermaid tail. If the player is wearing no other monster-specific garbnothing else, they should at least be wearing these items in a way that is as easy to notice and identify.
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*Each monster entry has a minimum expectation for garb, this is usually a mask or other stereotypical visual for that monster, such as fairy wings or a mermaid tail. If the player is wearing no other monster-specific garb, they should at least wear these items in a way that is easy to notice and identify.
 
*Being able to identify a monster at a glance is all that matters. If a player’s monster costume is unmistakable as the intended monster, the minimum garb items are not necessary. For example, if Shawna wants to play a Skeleton, the minimum expectation is a skeleton mask. However if she decides to use face paint alongside skeleton-print clothing, then she does not need to wear a mask since it is clear what she is playing based on her chosen look.
 
*Being able to identify a monster at a glance is all that matters. If a player’s monster costume is unmistakable as the intended monster, the minimum garb items are not necessary. For example, if Shawna wants to play a Skeleton, the minimum expectation is a skeleton mask. However if she decides to use face paint alongside skeleton-print clothing, then she does not need to wear a mask since it is clear what she is playing based on her chosen look.
 
*If a monster player’s garb becomes altered or adjusted mid-activity in such a way that they can no longer be reasonably identified as their chosen monster, the Game Organizer or associated Rules Authority may require them to correct their garb or to participate as the Peasant class for the remainder of the activity.
 
*If a monster player’s garb becomes altered or adjusted mid-activity in such a way that they can no longer be reasonably identified as their chosen monster, the Game Organizer or associated Rules Authority may require them to correct their garb or to participate as the Peasant class for the remainder of the activity.

Revision as of 22:41, 17 January 2024

221202---V9-Rules-Seal-for-Wiki.png
This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




General Rules

Leveling the Monster Class

The Monster class represents all monsters in the game. Anytime a player participates as a type of monster - whether it’s a goblin, a harpy, or even a dragon - they are playing as the Monster class.

Gaining levels in the Monster class grants the player benefits for each and every monster they play.


Monster Garb & Class Identifiers

The garb requirements and class identifiers for the monster class are slightly different than they are for the non-monster classes.

  1. 🌶️Monsters do not wear a class sash. In exchange for being able to access a wide variety of different playstyles under a singular class, monster players are held to a higher standard when it comes to their garb. Specifically, they are required to costume themselves appropriately so they are easily recognizable as the monster they are portraying. This does not have to be a perfect or realistic costume, rather it should clearly evoke the monster to the same degree that the colored sashes indicate the other classes.
    • Each monster entry has a minimum expectation for garb, this is usually a mask or other stereotypical visual for that monster, such as fairy wings or a mermaid tail. If the player is wearing no other monster-specific garb, they should at least wear these items in a way that is easy to notice and identify.
    • Being able to identify a monster at a glance is all that matters. If a player’s monster costume is unmistakable as the intended monster, the minimum garb items are not necessary. For example, if Shawna wants to play a Skeleton, the minimum expectation is a skeleton mask. However if she decides to use face paint alongside skeleton-print clothing, then she does not need to wear a mask since it is clear what she is playing based on her chosen look.
    • If a monster player’s garb becomes altered or adjusted mid-activity in such a way that they can no longer be reasonably identified as their chosen monster, the Game Organizer or associated Rules Authority may require them to correct their garb or to participate as the Peasant class for the remainder of the activity.
    • In places where mask-wearing is restricted or outright prohibited, Game Organizers and Rules Authorities are encouraged to allow reasonable alternatives to the minimum garb options for their monster players, such as allowing them to wear a mask as a belt-favor instead, until such a time that they can acquire a suitable maskless costume. Everyone involved should do their best to determine fair accommodations when necessary.
  2. Garb Bonus Curios are awarded to monsters in the same way as other classes except that all their garb must suit the monster being portrayed in addition to being appropriate for the heroic fantasy theme.
    • A Note For Rules Authorities: When reviewing garb for non-humanoid monsters such as drakes and unicorns, remember that there is still a human player underneath and we’re not expecting them to fight on their hands and knees. Be reasonable and award the garb bonus in good faith in the same way you would other non-monster players.
  3. All players should do their best to avoid garb and costumes that may cause them to appear to be a monster class when they are not, and vice-versa. If there is any potential for confusion, actual monster players should be given preferred access to monstrous looks over non-monster players since that is an essential part of their class. When in doubt, players should simply present themselves before the activity to their peers and the Game Organizer so that everyone is on the same page and who is playing what.
  4. 🌶️Paragon Monsters
    Developer Note: The following entry is the V9 Committee’s vision for Paragon Monster symbolism. It is written to support the design and goals of the Monster class in Amtgard V9. It is included here for the sake of gathering feedback but should only be used if and when the Amtgard V9 ruleset is officially adopted.

    The recommended symbol for Paragon Monster is a personalized, silver-trimmed garment, armor component, or piece of equipment depicting monster iconography (also in silver), such as imagery of paragon’s best known monster(s). Paragon monsters are further encouraged to add silver-trimmed elements to their monster garb as an additional way to show that this goblin or skeleton is more than meets the eye. Some ideal pieces include shoulder pads, tabards, and shields.

    Note about Reserved Symbols: For obvious reasons, “silver-trimmed garb, armor, and equipment” cannot be reserved wholesale; however monster players are encouraged to avoid wearing pieces that might suggest that they are paragons until such a time that they have earned that honor. This is not a hard rule, merely a courtesy, so as to avoid stifling creativity in monster garb design.

    Monster Apprentices: Silver-trimmed belt favors are the reserved symbol for Apprentices. The symbol for an Apprentice Monster is a silver-trimmed belt favor with any two-color background, depicting monstrous iconography (usually matching their mentor and/or their own best known monsters).


    Class Armor

    This denotes the maximum armor point value the class may receive from Physical Armor. This limit is only applied after armor point totals are fully calculated and averaged.

    Low Armor Compensation
    Some classes may be offered compensation in the form of extra abilities whenever the player is wearing fewer armor points in each hit location than the total available to them. The compensation gained depends on the combined total of all armor points gained from physical armor across all locations.

    • Armor point totals are calculated and compensation is locked in at the start of the game. Players may choose to play with less total armor points than they are actually wearing in order to receive compensation, as long as it does not create a situation where two visually similar hit locations have different maximum armor values.
      • For instance, a player might choose to play with a reduced torso armor value in order to meet a 15pt threshold and get compensated; however if both their legs are similarly armored, they couldn't reduce one without also reducing the other.
    • Damage and enchantments during gameplay will not affect this compensation.
    • If physical armor must be added or removed mid-game, bonuses are recalculated between lives and the player should do their best to inform Rules Authorities and other players about the change.
    • For example, A Warrior player wearing 4 points on torso, 2 points on each arm, and 3 points on each leg would have 14pts total (4 + 2 + 2 + 3 + 3 = 14) and thus gain +1 use of Shake It Off as compensation for wearing less armor than what is available to their class.
      Example Armor entry from Warrior.
      Armor May wear up to 6pts of physical armor in each hit location.

      May gain 🌶️Low-Armor Compensation as indicated below.
      - 21-30pts = No compensation.
      - 11-20pts = +1 use of Shake It Off
      - 0-10pts = +2 uses of Shake It Off


    Monster Categories

    Monsters are divided into two broad categories: Battlegame Monsters and Adventure Monsters.

    Battlegame Monsters

    Battlegame Monsters are monsters intended to be used by players as part of everyday class battlegames and activities. They are designed and balanced for use alongside the other non-monster classes.

    • This rulebook includes profiles for twelve (12) Standard Battlegame Monsters. These standard monsters do not require any special permission to use and can be freely played anytime a player can play a combat class. Only these standard battlegame monsters are guaranteed to be accessible to monster players for any given activity.
    • Non-standard monsters may still be designed for the battlegame category, however monster players wishing to play them must first receive case-by-case permission from the Game Organizer in order to do so. Non-standard monsters can often have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source, so organizers should use caution when allowing non-standard battlegame monsters in their activities.

    Click here to go to the list of Standard Battlegame Monsters.

    Adventure Monsters

    Adventure Monsters are monsters intended to be employed as NPCs by a Game Organizer in roleplay scenarios, quests, and other such activities. They are usually assigned directly to players by the Game Organizer as part of a larger story or scenario rather than being chosen by the player themselves.

    • Adventure Monsters are not intended to be used as a regular battlegame monster or played as a PC in a roleplay activity. These profiles might have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source. With that in mind, these problems are often solved by the monster being focused more on playing a part and trying to create an enjoyable experience for their opponents instead of trying to “win”.
    • Any monster not explicitly listed as a Battlegame Monster is an Adventure Monster.
    • There are no Adventure Monster profiles in this rulebook, however they can be found in the Dor Un Avathar (Amtgard’s Monster Manual), as well as many of the homebrew compendiums and player-made monster collections.

    Custom Monsters

    The Dor Un Avathar and Game Organizer Guide has tips and guidance about designing and implementing custom Monsters for your activities.



    Monster
    General Rules · Entangling Mass · Fairy · Gargoyle · Goblin · Gorgon · Harpy · Red Drake · Shroomkin · Siren · Skeleton · Unicorn · Werewolf
    Combat Classes
    General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
    Classes
    Credits and Levels · Combat Classes · Non-Combat Classes
    Amtgard V9 Rulebook
    Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
    Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary