V9: Change Log

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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.





2023/01/XX - January 2023 - Second Large Update / Post-Wiki

UPDATES ARE STILL IN PROGRESS


DOCUMENT-WIDE

  • All V9 documents moved to the AmtWiki. This is their permanent and primary home moving forward. The google doc version will be archived and the text at the link will point to the Amtwiki to help everyone find their way here.
  • Updated wording various sections for better clarity of intent.
  • Updated layout and organization across multiple pages and sections to improve browsing, referencing, and front-to-back reading.
  • More placeholder artwork has been added to give a better idea of where art and diagrams will be in the final version.

INTRODUCTION


GETTING STARTED

  • Added several new items: Pillars of Participation, The Online Record Keeper, Theme and Setting, Character Creation, What to Expect from Roleplay, and What to Bring, and Who Teaches New Players.

GARB

  • Garb is now its own main section.

HONOR SYSTEM


SAFETY


CORE COMBAT RULES


EQUIPMENT

  • Massive layout overhaul to streamline information.

WEAPONS

  • Multi-Ended Weapons has been updated.
  • ' Weapon Segments' is now an official term.
  • Stab-Legal Padding has been rolled into Strike-Legal. The extra 0.5" foam requirement has been removed and replaced with a general note encouraging players to add extra foam to the tips of their weapons for extra safety and comfort depending on the size and type.
  • Melee and Projectile construction terms have been collected into a single page for better reference. Duplicate terms have been merged and reworded to be consistent regardless of which type of weapon you are looking to make.

MELEE WEAPONS

  • Super Heavy Padding is now reduced to 8" instead of 12".
  • We are introducing a new extra-spicy experimental option: Long weapons may now be Super Heavy Padded to gain Armor Breaking when wielded with two hands.
    • Experimental options are more extreme playtest options that we want to put into the wild but are more likely than other playtest rules to be removed entirely if the results or feedback is unsatisfactory.
  • Great weapons now have more typical construction requirements, with the option to build into Shield Crushing/ Armor Breaking.
  • Reach weapons now have the option to be Heavy Padded to gain Armor Breaking when wielded with two hands.
  • Pikes now have the option to be Heavy Padded to gain Armor Breaking when wielded with two hands.
  • Flail max head size has been removed.
  • Madu has received a full rewrite that takes advantage of the Weapon Segments keyword for better clarity. The only real functional change is that Madus may also benefit from special construction variants similar to Great and Reach.
  • Javelins are now immediately projectiles when thrown, however they only gain Shield Crushing/ Armor Breaking after they travel their full length through the air. Players were upset that they couldn't short-throw Javelins anymore but they understood that Shield Crushing/ Armor Breaking would be really powerful if you got just bounce it. We're trying a bit of a compromise and we promise to keep our eyes on this one.

PROJECTILE WEAPONS

  • Removed rules against intentionally bouncing projectiles. Trick shot to your heart's content. \
  • We did, however, keep the rules against intentionally batting or adding momentum to mid-air projectiles. So while bouncing and trick shots are allowed, a second-party is not allowed to influence those bounces other than being a passive obstruction.
  • All projectiles except Arrows & Bolts must be thrown one at a time. (This won't be a change for most folks, but we have made it explicit.)
  • Players may still fire multiple arrows at once, with the exception of Specialty Arrows. (Again nothing new. We just made it official for V9.)
  • Projectiles are no longer required to travel their own length to inflict valid strikes. (Reverted to V8 norms).
  • Aluminum Arrow shafts are allowed again. Wood shafts are still prohibited.
  • Vane/Fletching rules are less specific, instead focusing on preventing chaotic flight.
  • Arrows & Bolts section has been overhauled, text-wise, to make it easier to read while still providing necessary information.
  • The required width of the blunt/cone portion of an arrow reduced to from 2" to 1.5".

COMBAT ACTIVITIES


RULES AUTHORITIES


GLOSSARY

  • Glossary content now has definitions or links as applicable.

V8 border axe hammer.png

2022/11/22 - November 2022 - First Large Update / Pre-Wiki

  • Updated wording in various sections for better clarity of intent.
    • PPE/Medically Necessary Equipment
    • HSR#4
    • What to do when unacceptable contact occurs.
    • Shot in Motion
    • Friendly Fire
    • Free Hand
    • Half Draw
    • Custom Mechanics & Game Rules
    • Pink Sash
    • Equipment Inspection
    • Open and Closed Cell Foam
    • Core
    • Shields
    • Madus
    • Bows and Crossbows
    • Superior Construction
    • Layering and Worn Armor Visibility
    • Basic Armor Requirements
    • Hit Test Guidelines

  • Unacceptable Contact: Forcing Self-Inflicted Damage’ has been removed because it is redundant alongside some of our other rules.

  • Unacceptable Contact: Head Safety Risks’ was awkward to interpret so it has been removed. The spirit of this rule has been rolled into examples for Unsafe Equipment / Unsafe Equipment Use.

  • Being Dead #6’ has been adjusted. Dead players no longer have to stay 10’ away from living players. They just have a blanket rule against getting in the way. This will allow folks to get resurrected or collect the equipment so long as they are not impeding other players.

  • Unwielded Equipment cannot be used to block line of sight or impede physical movement. This is mostly targeting free-standing shields.

  • Mini Shields have been renamed to Bucklers.

  • Replenish at Base’: The time multiplier has been removed. Players can now replenish as much as they want, always at the same rate (30s or death count, whatever is longer).

  • The Game Organizer Guide (GOG) has a description.

  • Color Code has been adjusted with new shapes and assignments.
    • Color Code Symbol size is now at least 1” wide.

  • Hit Testing is now explicitly required for all weapon checks.

  • Maximum Flex is now 45 degrees for all weapons.

  • Unpadded Segments: Increased the maximum unpadded to 50% of the weapon.

  • Reach weapon max length is now 108” (9ft)

  • Pike max length is now 144” (12ft)

  • Flail overall min-max length removed because it was redundant with the handle and chain each having their own individual minimums and maximums.
    • Nov 23 Hotfix: This has been readjusted. Max Flail length is back to 36”. Handle has a minimum length of 12”. Shout out to Sej.

  • Curved or Recessed Shields can now only be half as deep as they are wide.

  • Head/Hand/Feet Armor is now called the “Supplemental Armor Bonus”
    • The Supplemental Armor bonus can now benefit all armor.
    • Hand Armor can now be made of light leather (anywhere) and rigid/metal materials (so long as the rigid material doesn’t go beyond the knuckles.)

  • Catch All: Metal is now ‘Catch-All: Metal and Metal Augments’ and has updated wording to also cover things like Jack Chains and random metal plates.