Difference between revisions of "V9: Declaring Death"

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{{V9}}
 
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<onlyinclude>===<u>[[V9: Declaring Death| Declaring Death]]</u>===
 
<onlyinclude>===<u>[[V9: Declaring Death| Declaring Death]]</u>===
Upon death, a dead player must loudly declare ‘DEAD!”. Players may declare themselves dead at any time, not just when they are actively killed.
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Players may declare themselves dead at any time, not just when they are actively killed. Upon death, a dead player must loudly declare ‘DEAD!”.  
  
Death declarations are divided into two categories: 'Calling Dead' and 'Taking a Death'.
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Death declarations are divided into two categories: ''Calling Dead'' and ''Taking a Death''.
  
  
 
<big><big><u>Calling Dead</u></big></big>
 
<big><big><u>Calling Dead</u></big></big>
  
Calling Dead is the act of declaring oneself dead when it is caused by another player or [[V9: Abilities and Effects|effect]], such as a [[V9: Wounds|wound]] to the [[V9: Hit Location|torso]]. This is the typical form of death declaration.
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''Calling Dead'' is the act of declaring oneself dead due to natural [[V9: Glossary#Gameplay|gameplay]] causes, such as when it is caused by another player or [[V9: Abilities and Effects|effect]], like a [[V9: Wounds|wound]] to the [[V9: Hit Locations|Torso]]. This is the typical form of death declaration.
  
Calling Dead may also occur before the actual killing blow as a [[V9: Honor System|good faith]] gesture or [[V9: Custom Rules and Accommodations|safety accommodation]] in a number of circumstances, including but not limited to the following:
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<ul>
<ol>
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<li>Players may call dead may occur before the actual killing blow as a [[V9: Honor System|good faith]] gesture to avoid being physically struck.</li><br>
<li>Players may call themselves dead when a [[V9: Best Practices|strange interaction]] occurs and it is determined that the player should have died, or would have died, somewhere in the confusion. Other times untangling the result of an engagement is too difficult so a player might simply call themselves dead to acknowledge the ‘worst case scenario’.</li><br>
 
  
<li>Players who are sensitive or otherwise averse to [[V9: Striking Your Opponent|physical strikes]] may call themselves dead on the approach of an attacker to avoid being struck.</li><br>
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<li>Players may call themselves dead when a [[V9: Best Practices|strange interaction]] occurs and it is determined that the player should have died somewhere in the confusion. In other cases, untangling the results of an engagement might be too difficult so a player will simply call themselves dead to acknowledge the ‘worst case scenario’.</li><br>
  
<li>Players who are at risk of a real-life medical or [[V9: Safety|safety]] issue and need to quickly remove themselves from play may call themselves dead to avoid interrupting play with a [[V9: Halting Gameplay|‘Safety’ or ‘Hold’]] call.</li></ol>
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<li>Players who are at risk of a real-life [[V9: Safety|safety]] issue may call themselves dead to quickly leave combat without interrupting play.</li></ul>
  
In each of these instances, the attacker most likely to have caused the death of the player is considered to have dealt the killing blow, and may activate any relevant abilities as though they had done so.
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In each of the instances above, the attacker who is most likely to have caused the death of the player will be considered to have dealt the killing blow, and may activate any relevant [[V9: Abilities and Effects|abilities]] as though they had done so.
 
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<big><big><u>Taking a Death</u></big></big>
 
<big><big><u>Taking a Death</u></big></big>
  
‘Taking a Death’ is the act of declaring oneself dead for any reason that does not fall under ‘Calling Dead’. This is commonly used for tactical advantage in games where the player dying would be more beneficial than staying alive in their current state.
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''Taking a Death'' is the act of declaring oneself dead for any reason that does not fall under ‘Calling Dead’. This typically refers to deaths taken for tactical advantage in games where dying would be more beneficial than staying alive in certain circumstances.
 
<ol>
 
<ol>
<li>Players who ‘Take a Death’ cannot be [[V9: Revival|revived]] and may only return to life by [[V9: Respawning|respawning]]; they may not activate any ‘on-death’ [[V9: Effects|effects]] such as [[V9: Fight After Death| Fight After Death]]; and do not benefit from any effects that prevent Death.</li><br>
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<li>Players who ‘Take a Death’ cannot be [[V9: Revival|revived]] and may only return to life by [[V9: Respawning|respawning]]. They may not activate any ‘on-death’ [[V9: Abilities and Effects|effects]] such as [[V9: Fight After Death| Fight After Death]]; and do not benefit from any effects that prevent Death.</li><br>
<li>Any player who deliberately kills themselves in a self-inflicted manner will count as ‘Taking a Death’. This includes but is not limited to striking oneself or knowingly running into an non-player hazard (such as a lava zone) with the intent to die.</li>
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<li>Any player who deliberately kills themselves in a self-inflicted manner will count as ‘Taking a Death’. This includes but is not limited to striking oneself or knowingly running into an non-player hazard (such as a lava zone) with the intent to die. Allowing a team-mate or other player to kill you <u>does not</u> count as 'Taking a Death'.</li><br>
*Allowing a team-mate or other player to kill you does not count as Taking a Death.<br><br>
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<li>For [[V9: Game Modes|roleplay scenarios]], a player is only considered to have ‘Taken a Death’ if the death would break immersion or is otherwise only happen to [[V9: Glossary#Gameplay Advantage|exploit gameplay mechanics]]. A player who willingly sacrifices themselves to a volcano god would <u>not</u> count as 'Taking a Death' because it is in line with the [[V9: Roleplay|roleplay.]]</li></ol><br>
<li>For [[V9: Game Modes|roleplay scenarios]], a player is only considered to have ‘Taken a Death’ if the death would break immersion or is otherwise only happening to exploit game mechanics. For example, a player who willingly sacrifices themselves to a volcano god would NOT count as Taking a Death because it is in line with the [[V9: Roleplay|roleplay.]]</li></ol><br>
 
  
 
</onlyinclude>{{V9 Death}}
 
</onlyinclude>{{V9 Death}}

Revision as of 22:08, 24 February 2023

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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.




Declaring Death

Players may declare themselves dead at any time, not just when they are actively killed. Upon death, a dead player must loudly declare ‘DEAD!”.

Death declarations are divided into two categories: Calling Dead and Taking a Death.


Calling Dead

Calling Dead is the act of declaring oneself dead due to natural gameplay causes, such as when it is caused by another player or effect, like a wound to the Torso. This is the typical form of death declaration.

  • Players may call dead may occur before the actual killing blow as a good faith gesture to avoid being physically struck.

  • Players may call themselves dead when a strange interaction occurs and it is determined that the player should have died somewhere in the confusion. In other cases, untangling the results of an engagement might be too difficult so a player will simply call themselves dead to acknowledge the ‘worst case scenario’.

  • Players who are at risk of a real-life safety issue may call themselves dead to quickly leave combat without interrupting play.

In each of the instances above, the attacker who is most likely to have caused the death of the player will be considered to have dealt the killing blow, and may activate any relevant abilities as though they had done so.


Taking a Death

Taking a Death is the act of declaring oneself dead for any reason that does not fall under ‘Calling Dead’. This typically refers to deaths taken for tactical advantage in games where dying would be more beneficial than staying alive in certain circumstances.

  1. Players who ‘Take a Death’ cannot be revived and may only return to life by respawning. They may not activate any ‘on-death’ effects such as Fight After Death; and do not benefit from any effects that prevent Death.

  2. Any player who deliberately kills themselves in a self-inflicted manner will count as ‘Taking a Death’. This includes but is not limited to striking oneself or knowingly running into an non-player hazard (such as a lava zone) with the intent to die. Allowing a team-mate or other player to kill you does not count as 'Taking a Death'.

  3. For roleplay scenarios, a player is only considered to have ‘Taken a Death’ if the death would break immersion or is otherwise only happen to exploit gameplay mechanics. A player who willingly sacrifices themselves to a volcano god would not count as 'Taking a Death' because it is in line with the roleplay.


Death
Declaring Death · Being Dead · Returning To Life
Core Combat Rules
Acceptable Contact · Hit Locations · Striking Your Opponent · Wounds · Death · Dragging
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