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Author Topic: Rules Changes that will be presented for vote at 2012 RWC  (Read 2503 times)

Tannhäuser.

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Rules Changes that will be presented for vote at 2012 RWC
« on: March 12, 2012, 11:09:36 am »
I am starting this topic (which should be stickied) to gather all rules proposals that WILL BE presented to 2012 RWC in one place.  Discussion on those changes should happen elsewhere in the comments, this is NOT the place to post your 'first draft' of your rules proposals.  These are the final drafts of proposals that will be printed out for all attendees at the 2012 Rag War Council. 
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Tannhäuser
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Tannhäuser.

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #1 on: March 12, 2012, 11:10:16 am »
Here's one that I will be presenting:

Grappling Rule Change Proposal

Current Rules:

4.9 - Grappling:
4.9.1 - Grappling is defined as wrestling in a safe and reasonable manner, attempting to subdue or unbalance your opponent without strikes, throws, or joint/nerve holds.
4.9.2 - A person in armor or rigid plastic safety equipment or carrying a bow and/or arrows may never initiate a grapple.
4.9.3 - Players are not allowed to initiate a grapple starting more than two steps away from an opponent.
4.9.4 - Grappling from behind should be done with great caution and will be closely monitored by Heralds for safety.
4.9.5 - Body checks (blocking your opponent's movement using one's body) are allowed.
4.9.6 - Punching and kicking are never allowed, except in the case of shield kicks as outlined above.
4.9.7 - An unarmored fighter may choose to initiate a grapple with any opponent, including those who are armored or carrying bows or arrows.

Proposed Rules:

4.9 - Grappling:
4.9.1 - Grappling is defined as wrestling in a safe and reasonable manner, attempting to subdue or unbalance your opponent without strikes, throws, or joint/nerve holds.
4.9.2. - A Person holding a bow or arrow or wearing articulated armor may not initiate a grapple, nor may they be grappled.
4.9.3 - A person wearing torso armor may only initiate a grapple with other persons wearing torso armor.
     4.9.3.1 - Shoulder armor is considered torso armor for grappling purposes.
4.9.4 - A fighter not wearing torso armor may choose to initiate a grapple with any legal opponent, including those who are armored.
4.9.5 - Body checks (blocking your opponent's movement using one's body) are allowed.
4.9.6 - Players are not allowed to initiate a grapple starting more than two steps away from an opponent.
4.9.7 - Punching and kicking are never allowed, except in the case of shield kicks as outlined above.
4.9.8 - Grappling should be done with great caution and will be closely monitored by Heralds for safety.

Reasoning:

This change would allow people in armor to initiate grapples with other armored persons.  Also, 'incidental' armor like greaves and bracers would not prohibit someone from initiating grapples.  Finally, this rule excludes bows and arrows (due to sharp ends) and articulated armor (interlocking joints) from grappling.
I am open to friendly amendments which address widespread concerns over allowing armored persons to grapple.

The full discussion of these rules can be found here: http://www.dagorhir.com/forums/index.php/topic,23439.0.html

Please put any comments on that previous thread.
« Last Edit: June 13, 2012, 09:21:07 am by Tannhäuser. »
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Sven Kolfinsson

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #2 on: March 12, 2012, 08:02:58 pm »
Also, before I can't suggest this idea, it would probably be beneficial to post the link to the discussion page in the post containing the proposed rule changes, so if a rule has not been discussed about for some time it will still be easy to find the discussion page.
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Squire Ducky McFeelgood

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #3 on: March 14, 2012, 09:27:42 am »
Shield Edging Package

4.7.1 - Shields may be used offensively as well as defensively, and must be appropriately padded on the front and all edges for that reason. Any dangerous protrusions (bolts, handles, etc.) on the rear must be taped and/or padded to prevent harm.



4.8 - Shield Bashing and Checking:

4.8.1 - A shield bash means using a shield to run down or bowl over an opponent starting from a distance more than two steps away. This may only be done with the face of the shield. A shield bash is generally referred to as a charge.

4.8.2 - A shield check means using a shield to strike or push an opponent starting from a distance two steps away or closer. This includes using the face or edge of the shield to strike either the gear or the body of an opponent.



Jari still wants to convince me to allow edges during charges, but I don't so we'll see how our lab goes at O's, but for now this is it.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #4 on: March 14, 2012, 04:37:16 pm »
Shield Edging Package

4.7.1 - Shields may be used offensively as well as defensively, and must be appropriately padded on the front and all edges for that reason. Any dangerous protrusions (bolts, handles, etc.) on the rear must be taped and/or padded to prevent harm.



4.8 - Shield Bashing and Checking:

4.8.1 - A shield bash means using a shield to run down or bowl over an opponent starting from a distance more than two steps away. This may only be done with the face of the shield. A shield bash is generally referred to as a charge.

4.8.2 - A shield check means using a shield to strike or push an opponent starting from a distance two steps away or closer. This includes using the face or edge of the shield to strike either the gear or the body of an opponent.



Jari still wants to convince me to allow edges during charges, but I don't so we'll see how our lab goes at O's, but for now this is it.

Discussion Here:  http://www.dagorhir.com/forums/index.php/topic,24821.0.html
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #5 on: June 05, 2012, 03:31:26 am »
Alright, T-14 Days until RWC. Any new Final-drafts? Talking to our Realm-mates about proposals should begin in earnest anytime now...
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #6 on: June 09, 2012, 11:39:52 pm »
I am proposing the following:

Replace the current 5.3.2 with:

5.3.2 - Leather armor that is metal studded or scaled, or has metal brigandine plates or rings, based on leather less than 3/16" thick, can only be counted as armor if the studs/scales/plates/rings are no more than 3/4" apart. This can be easily tested by moving a penny around the surface of the armor. If at any time the penny is completely flat on the leather backing without touching any studs/scales/plates/rings, the armor fails.

and along with this one the following additions to the 5.1 section at the beginning of the armor rules:

5.1.2.1 - Hits to areas that are both armored and unarmored must be taken to the unarmored area.

5.1.3.1 - Items of garb that appear to be armor, at the discretion of either the armor checker or the garb checker, may not be worn on the field.

++++++++++++++++++++++++++++++++++++

Also proposing this alternate change, as a wholesale substitution for the current leather armor rules:

5.3 - Leather Armor:

5.3.1 - Leather armor should be constructed primarily of thick, stiff leather (vegetable tanned leather, latigo leather, or rawhide). Thinner leather, such as a leather from a jacket, is not thick enough by itself, but multiple layers may be layered together or overlapped and become armor.

5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if most of the leather is covered by metal studs, rings, scales, or plates. Studded armor need not be constructed of thick leather.

5.3.3 - Leather armor, including water formed leather, should never be considered rigid armor, unless it had been chemically hardened, for example with wax, resin, baking, or epoxy.


and along with this one the following additions to the 5.1 section at the beginning of the armor rules:

5.1.2.1 - Hits to areas that are both armored and unarmored may be taken to the armor if the wearer believes the armor would have protected that area.

5.1.3.1 - Items of garb that appear to be armor, at the discretion of either the armor checker or the garb checker, may not be worn on the field.

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Zagar

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #7 on: June 10, 2012, 03:16:31 pm »
Note that none of the above abide by the format required by the RWC bylaws, and will not be included on the agenda unless modified to fit the required format.  Note that until Wednesday this week my offer here is still valid.

Thanks,

Zagar

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #8 on: June 10, 2012, 08:03:39 pm »
What? I have no idea what you're talking about.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #9 on: June 10, 2012, 08:18:02 pm »
OK, I found what the hell you're talking about. In the future, the internet has these wonderful things called "links", that let you point people to exactly what you're talking about. That way, at least you come off as a helpful arsehole.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #10 on: June 10, 2012, 11:41:34 pm »
Zagar, I'm sure you may realize this (at least I hope you do), but a lot of people don't frequent these boards, and therefore wouldn't have seen your link or known to submit something to you.  What about them?
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #11 on: June 10, 2012, 11:54:14 pm »
can someone link me too it.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #12 on: June 11, 2012, 12:05:47 am »
Um, the word "here" in my previous post is a link.  The internet has this wonderful thing in which you can make text a link.  When you click on the text it takes you to the link destination.  I was trying to be helpful, but by not actually paying attention you come off as the "arsehole".  :-)

As far as people who don't frequent the boards, there's not much I can do for them prior to RWC.  The bylaws were handed out last year and I'm assuming at previous year's RWCs as well, so as long as their proposals meet the bylaw's requirements they'll be fine.

EDIT: Also regarding people who don't frequent the board.  I only asked people who wanted my help in either formatting their proposal, or who didn't want to have to print out the copies to bring with them to submit their proposals to me.  Anyone who wants to print their proposals out and bring them themselves is welcome to.  For people who do frequent the board but haven't seen my post.  It's been stickied in the Ragnarok forum for three months *shrug*.  Not much more I can do.
« Last Edit: June 11, 2012, 12:09:36 am by Zagar »
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #13 on: June 11, 2012, 08:47:02 am »
Zagar, I'm sure you may realize this (at least I hope you do), but a lot of people don't frequent these boards, and therefore wouldn't have seen your link or known to submit something to you.  What about them?

I agree with you Dev, but in all fairness people who are running chapters should be on these boards so they know what is going on. 
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #14 on: June 11, 2012, 09:44:34 am »
you come off as the "arsehole".

I am 100% an arsehole. If you don't want to be one, do **** differently.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #15 on: June 11, 2012, 10:11:56 am »
Both of you chill.

For future reference, it might help to add an underline tag to any linked text. Makes it punch out a bit better.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #16 on: June 11, 2012, 10:15:44 am »
I'M ANGRY TOO!! GGRRRRR WEB BOARDS!
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #17 on: June 11, 2012, 10:56:50 am »
I'm not mad, just think we need to keep a closer eye on stuff at RWC this year, after the shady voting of last year. And this guy was a result of that.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #18 on: June 11, 2012, 11:09:32 am »
I'm not mad, just think we need to keep a closer eye on stuff at RWC this year, after the shady voting of last year. And this guy was a result of that.

Hence the changes I listed in my post to hopefully avoid any shady voting this year.

-this guy

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #19 on: June 11, 2012, 11:48:51 am »
Is there a copy machine near the camp ground?
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #20 on: June 11, 2012, 12:59:56 pm »
I'm not mad, just think we need to keep a closer eye on stuff at RWC this year, after the shady voting of last year. And this guy was a result of that.

Hence the changes I listed in my post to hopefully avoid any shady voting this year.

-this guy

My New Goal is to change my Name to Shady and be our rep in 2013.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #21 on: June 13, 2012, 02:27:54 pm »
Winterfell Proposals:

+++++++++++++++++++++++++++++++
GROUP A:

Winterfell Proposal A:

Current Rule:


5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the leather is covered by metal, or the studs/rings/plates are no more than 1/2" apart.

Proposed Change:

5.3.2 - Leather armor that is metal studded or scaled, or has metal brigandine plates or rings, based on leather less than 3/16" thick, can only be counted as armor if the studs/scales/plates/rings are no more than 3/4" apart. This can be easily tested by moving a penny around the surface of the armor. If at any time the penny is completely flat on the leather backing without touching any studs/scales/plates/rings, the armor fails.

Discussion: the current rule 5.3.2 is unenforceable.


1.   The “2/3 of the leather is covered by metal” part is ambiguous. Does that mean that only 2/3 of the entire piece has to have metal, or that the entire piece must have 2/3 of its area covered by metal? Either way, it is unverifiable without doing math, measuring the entire area of the armor, measuring the area covered by the metal (or the size of the metal pieces and multiplying by their count) and subtracting to arrive at a number greater than or equal to 66.7% of the total armor area to be legal armor.

2.   The “studs/rings/plates are no more than 1/2" apart” is also ambiguous. Does this mean that there may not be any space without metal larger than ½”, or does it mean that each metal piece must be within ½” of another? Those are actually very different things, as becomes quickly apparent when attempting to check armor by the letter of the rule.

3.   Taken together, they are also ambiguous because of the use of “or” rather than “and”. Essentially, there are two separate standards for composite (leather and metal) armor.  Interpreting the current rule permissively, a case could logically and easily be made that the rule actually reads:

a.   Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the leather is covered by metal.

b.   Studded, scaled, or brigandine armor can only be counted as armor if the studs/rings/plates are no more than 1/2" apart.

Reading it as (a) allows players to simply rivet metal plates onto a leather vest with no attention paid to gaps in coverage. Reading it as (b) allows players to have any amount of metal on their leather, and as long as the metal bits are ½” apart, it’s armor.

Discussion: adoption of a simpler standard with no loopholes is cheap and easy, and only requires failing armor to make simple, inexpensive fixes to become legal.

1.   The proposed change simplifies and clarifies the rule. It eliminates the “2/3 coverage” loophole, and codifies how to check composite armors for legality without requiring any math.

2.   The total monetary cost to chapters for test equipment is one cent.

3.   This requires a trade-off, where ease of checking requires us to relax the standards to ¾” from ½”, however, eliminating the “2/3 coverage” loophole and codifying what “½” apart” means, will actually result in more metal on composite armors, not less, even though the rule increases the acceptable distance between metal pieces by 50%.

4.   This change continues the current standard of not requiring composite armor metal pieces to be 18 gauge, and so should not result in wholesale removal of many player’s armor, rather, they may simply have to spend some time adding rings or studs to bring it to the new specification.

Winterfell Proposal A1:

Current Rule:


5.1.2 - Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored.

Proposed Addition:

5.1.2.1 - Hits to areas that are both armored and unarmored must be taken to the unarmored area. Gaps in armor coverage of 3/4” or less shall be ignored.

Discussion of 5.1.2.1: Currently, players often ignore large gaps in their armor, choosing to call “armor” on any hit which impacts a piece of armor, even if it also impacts unarmored areas on the same hit.

1.   This violates the Realism leg of our tripod. A strike from a bladed or spiked weapon to an unarmored area would inflict substantial injury. Stabs would likely simply slide along the armor until they slipped through a gap.

2.   This is confusing on the field. Aiming for a gap should be a legitimate tactic, but the size of our weapons (for safety purposes) makes this more difficult already. Coupled with the problem of players ignoring hits to gaps if they also impact armor, there’s little point in trying it.

3.   This allows players to bring loophole armor on the field, such as the ubiquitous “magic skirt”, which consists of several narrow straps of leather hanging down from a belt. Because no strike to the wearer’s thighs, hips or rear will ever NOT strike a strap, the “magic skirt” is an impenetrable bulwark, with no movement penalty and little encumbrance.

Winterfell Proposal A2:

Current Rule:


5.1.3 - Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible.

Proposed Addition:

5.1.3.1 - Items of garb that appear to be armor, at the discretion of either the events’ armor checker or garb checker, or any herald, may not be worn on the field.

Discussion of 5.1.3.1: Garb that looks like armor harshly violates the Playbility leg of our tripod.

1.   Archers cannot know if a player with a leather helmet, mask, headband, mempo, hat, or anything else on their head or face is actually wearing a legal helmet. Many archers will simply move their targeting to an unprotected player rather than risk wasting an arrow on a “helmeted” opponent.

2.   Spearmen, faced with a player wearing garb that looks like armor, will need to engage with a two-handed “double green” strike, which puts them in more danger from opponents, rather than a “single green” strike with far greater extension.

3.   Blue weapon users do not know if they need to strike an opponent wearing garb that looks like armor once or twice per target area.

4.   Players that prefer to not grapple armored opponents may avoid initiating a grapple with players appearing to have armor.

5.   In all of these cases, garb that looks like armor is conferring a game advantage to a player wearing it. They are gaining a benefit or armor, while paying none of the associated costs (encumbrance, discomfort, movement restriction) of armor. 

6.   The proposed addition is a logical reciprocal to rule 5.1.3. If a player may not conceal his armor, then a player appearing to have armor, but not, presents the same problems.

++++++++++++++++++++++++++++++++

GROUP B:

Winterfell Proposal B:

Current Rule:


5.3 - Leather Armor:

5.3.1 - The minimum thickness for leather armor is 3/16 inch and may be achieved by layering several pieces of thin leather.

5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the leather is covered by metal, or the studs/rings/plates are no more than 1/2" apart.

Proposed Change:

5.3 - Leather Armor:

5.3.1 - Leather armor should be constructed primarily of thick, stiff leather (vegetable tanned leather, latigo leather, or rawhide). Thinner leather, such as leather from a jacket, is not thick enough by itself, but multiple layers may be layered together or overlapped and become armor.

5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if most of the leather is covered by metal studs, rings, scales, or plates. Studded armor need not be constructed of thick leather.

5.3.3 - Leather armor, including water formed leather, should never be considered rigid armor, unless it had been chemically hardened, for example with wax, resin, baking, or epoxy.

Discussion: the current rules do not reflect what is actually happening at events.

1.   At most events, leather armor check consists of a checker running their hands around your armor, looking for dangerous protrusions. If none are found, the armor is passed.

2.   No attempts are made to measure thickness of leather, coverage of brigandine plates or studs, non-armored gaps, or anything else. Measuring these standards would require a lot of interpretation, since the current rules are ambiguous at best, and a good bit of math, which most people do not want to do at armor check.

3.   Equipment for accurately testing leather armor (outside calipers) is an expense, and must be maintained (batteries). Many chapters maintain little, or no, organizational equipment, and collect no dues or fees that could be used to finance such a purchase.

4.   Adopting this change will codify what happens now: if it looks like armor made of leather, it counts as armor.

Discussion: loosening the standards for leather armor will result in better-looking players on the field.

1.   Eliminating the numerical thickness specifications, the 2/3 coverage rule, and the ½” gaps rule opens up many new sources for players to purchase commercially-made leather armor. This will help players with less money shop for the best deal they can find.

2.   Allowing more vendors to compete for the business of Dagorhir players will result in better quality and lower prices.

3.   Players with access to less expensive leather armor sources may be less inclined to attempt to make their own, the results of which are often less-than-lovely.

4.   Lighter, thinner leathers are cheaper to buy, and do not require heavy-duty hardware to work with. The do-it-yourselfers of Dagorhir will realize significant savings if they are able to make armor from more readily-available leather weights.

5.   Lighter, thinner leathers are easier to work with. They are easier to cut, easier to mold, and easier to form. This will result in better-looking armor on the field.

Winterfell proposal B1:

Current Rule:

5.1.2 - Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored.

Proposed Addition:

5.1.2.1 - Hits to areas that are both armored and unarmored may be taken to the armor if the wearer believes the armor would have protected that area.

Discussion of 5.1.2.1: Currently, players often choose to call “armor” on any hit which impacts a piece of armor, even if it also impacts unarmored areas on the same hit.

1.   This supports the Playbility leg of our tripod. Any injury from a bladed weapon to an armored area, even one with gaps in coverage, could be imagined to be largely mitigated.

2.   This would reduce confusion on the field. Players attempting to strike any largely armored area would need to do so with attacks that penetrate armor, such as a “double green”, or two blows from a blue weapon. There would be fewer questions and complaints about gaps in armor.

3.   This allows players to bring popular and generally accepted armor on the field with no question as to its legality, such as the ubiquitous “magic skirt”, which consists of several narrow straps of leather hanging down from a belt.

Winterfell Proposal B2:

Current Rule:


5.1.3 - Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible.

Proposed Addition:

5.1.3.1 - Items of garb that appear to be armor, at the discretion of either the events’ armor checker or garb checker, or any herald, may not be worn on the field.

Discussion of 5.1.3.1: Garb that looks like armor harshly violates the Playbility leg of our tripod.

1.   Archers cannot know if a player with a leather helmet, mask, headband, mempo, hat, or anything else on their head or face is actually wearing a legal helmet. Many archers will simply move their targeting to an unprotected player rather than risk wasting an arrow on a “helmeted” opponent.

2.   Spearmen, faced with a player wearing garb that looks like armor, will need to engage with a two-handed “double green” strike, which puts them in more danger from opponents, rather than a “single green” strike with far greater extension.

3.   Blue weapon users do not know if they need to strike an opponent wearing garb that looks like armor once or twice per target area.

4.   Players that prefer to not grapple armored opponents may avoid initiating a grapple with players appearing to have armor.

5.   In all of these cases, garb that looks like armor is conferring a game advantage to a player wearing it. They are gaining a benefit or armor, while paying none of the associated costs (encumbrance, discomfort, movement restriction) of armor. 

6.   The proposed addition is a logical reciprocal to rule 5.1.3. If a player may not conceal his armor, then a player appearing to have armor, but not, presents the same problems.

+++++++++++++++++++++++++++++++++++++++++++++++

Group A or Group B should be adopted in their entirety as a group, or not at all. Taking them piecemeal will cause more problems, with the exception of A2 and B2, which are identical.




« Last Edit: June 13, 2012, 02:39:46 pm by hivemind »
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #22 on: June 13, 2012, 09:37:18 pm »

4.9.2. - A Person holding a bow or arrow or wearing articulated armor may not initiate a grapple, nor may they be grappled.


Why would we want to disallow grappling articulated armor?
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #23 on: June 13, 2012, 10:54:33 pm »

4.9.2. - A Person holding a bow or arrow or wearing articulated armor may not initiate a grapple, nor may they be grappled.


Why would we want to disallow grappling articulated armor?
I hate putting any restrictions on unarmored fighters from grappling ANYONE. It is one of the joys of not wearing armor.
« Last Edit: June 13, 2012, 11:55:51 pm by Blackhawk The Apollyon »
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #24 on: June 13, 2012, 11:54:25 pm »
I'll vote against it on the strength of that one line alone.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #25 on: June 13, 2012, 11:59:36 pm »
Canaur Proposals:

Proposal A


Current rule:
 
 4.1.5  - Two- and  & a half-inch rule: Projectile weapon tips (arrows,  javelins and  rocks) and melee weapon tips designed for stabbing (green  sword points,  spear tips, etc.) shall not easily pass more than 0.5  inch through a 2.5  inch-diameter hole. This measurement shall be  conducted by lowering a  testing template onto the tip of the weapon  perpendicular to the edge or  shaft of the weapon. The intent is to test  the thrusting tip of the  weapon, not to search for weapon head corners  which can be manipulated  to pass through the template.

4.1.6   - Two-inch rule: Weapon tips NOT designed for thrusting (non-stabbing   sword points, flail haft tip, etc.) shall not easily pass more than 0.5   inch through a 2 inch diameter hole. This measurement shall be  conducted  by lowering the testing template onto the tip of the weapon   perpendicular to the edge or shaft of the weapon. The intent is to test   the tip of the weapon, not to search for sword and axe head corners  that  can pass through the template.


...

4.1.11.2 - All red and blue weapons except for flails must conform to the following: 

4.1.11.2.1 - Minimum dimensions of 1.25 inch by 2.75 inches. 

4.1.11.2.2 - Minimum dimensions for single edged bladed weapons are 1.25 by 2.5 inches 

4.1.11.2.3 - Blue weapons must weigh a minimum of 12 ounces.
 

4.1.11.2.4 - Red weapons must weigh a minimum of 24 ounces 

4.1.11.2.5 - Balance above the top of the handle (i.e., blade heavier than handle).


Proposed change:


4.1.5 - Two- and   & a half-inch rule: No part of a weapon's striking surface, whether   the tip, the edge, the face or any other part, may pass easily more  than 0.5" through a  2.5" diameter hole when tested in the direction of  the strike.
 

4.1.6   - Two-inch rule: No non-striking component of a weapon, such as a  crossguard, a non-striking tip, or a pommel, may pass easily more than  0.5" through a 2" diameter hole when tested perpendicular to the  striking surface or  shaft of the weapon.
 

...
     
 4.1.11.2 - All swung weapons must conform to the following:
     
 4.1.11.2.1 - Blue weapons must weigh at least 12 ounces.
     
 4.1.11.2.2 - Red weapons must weigh at least 24 ounces
     
 4.1.11.2.3 - Swung weapons must balance above the unpadded handle section.


Discussion of Proposal A:

Here are the reasons why I believe this change would improve the game, in the safety-playability-realism format:
       
 Safety
       
 Weapons  must be tested by physically hitting a weapons checker at  minimal,  average, and high-end force levels. No weapon which does not  pass this  test, regardless of construction or dimensions, will be  allowed on the  field. This means that a 2 5/8" wide sword built on a  3/8" fiberglass  core (i.e. 3 layers of foam on either side with one on  the flats) will  probably still pass, while a 3 1/8" wide sword built on a  1 1/2" PVC  core (i.e. 2 layers of foam on either side with one on the  flats) will  still fail. No new unsafe weapons will be allowed onto the  field,  because they must still pass the hit test.
       
 Additionally, a  wider (say 1.5") foam striking surface will, in many  cases, hit HARDER  than a narrowed tapered-edge sword. While a real sword  slices deeper  with a sharper edge, the properties of foam are very  different from  those of steel. A tapered form sword edge compresses more  easily, and  thus will NOT in and of itself result in harder hits. The  only way it  will result in harder hits is if it is made to compress TOO  quickly and  does not sufficiently absorb the impact of the core. In this  case, of  course, it will fail weapons check.

     
Playability
       
 This change would have the following immediately apparent effects:
     

 1. Weapons checkers would not need to check the width and thickness of weapons. This will speed up weapons check and allow for more fighting.
 
 2.  Weapons builders would not be focused on dimensions when constructing   weapons, ensuring that, in the above example, a sword that is safe at 2   5/8" wide would not need to be modified purely to fill the dimension   requirements, and also that a new member would not assume that because   his weapon is over 3" thick it must be safe.
 
 3. The rules are simpler, making them easier for new Dagorhir participants to understand, and easier for veterans to explain.
 
 In addition, I believe it could have the following effect:
 
 4. Swords and axes can be constructed with lower-profile blades, resulting in better balance and improved handling.
 
 Realism
 
 Following  from point 4 above, I contend that swords and axes with  improved  handling will become more popular, as they will have advantages  over  clubs and flails. No clubs or flails will become illegal as a  result of  rules changes, nor will they become worse, except as relative  to  swords and axes. Given the dominance of both axes and swords in   historical and fantasy combat, as compared to the greatly increased   popularity of flails and clubs in foam combat, it seems obvious that   swords and axes are not as effective in foam combat as they are in   historical or fantasy combat.
 
 Proceeding from this premise,  doing away with the restrictions on bladed  weapons (which technically  also apply to clubs, except clubs have to be  2.5" thick in EVERY  direction, whereas swords would only need to be  2.5" thick in ONE)  would, as I asserted earlier, cause the number of  unrealistic weapons  to decline, returning Dagorhir to the sword- and  axe-dominated  environment as envisioned in 1977 at its creation and,  more  importantly, as represented in pretty much every fantasy movie and   historical illustration ever.
 
 Furthermore, the swords and axes  constructed free of the current  dimension requirements would LOOK more  realistic, and perhaps as a  result they would FEEL more realistic (in a  subjective, emotional sense,  not necessarily in terms of their  handling). This will make the game as  a whole look better, and, I  believe, help attract new fighters and  cross-over fighters to Dagorhir.  It will make more accurate  characterizations possible, since fighters  will be able to construct  weapons that more closely match the "real"  versions.
 
Addendum

Text from 2001 MoA: (emphasis mine)

4.1.4.Two and one-half inch rule—No surface on a striking edge  (sword tip, arrow head, spear head, javelin head, etc.) whether designed   for stabbing or not, shall pass more than 0.5 inch through a 2.5 inch   hole; swords with a semicircular tip, with a minimum 1.5 inch radius are  exempt from this rule.         
 
...

 4.1.8.2. All bladed weapons must conform to one of the following:

   
 4.1.8.2.1. Minimum dimensions of 1.25 inch by 3 inches along its entire striking surface.

   
 4.1.8.2.2. Weigh greater than twelve ounces.


As you can see, originally the idea was that an "ultralight" weapon had to be 1.25 x 3 inches in order to make it bulkier, tip-heavier, and generally slower relative to a 12+oz weapon. When the rules were changed to institute a 12oz minimum for all weapons, this slipped through the cracks. I contend that there was never an intention to restrict weapon dimensions to the degree they are restricted now, and that with all weapons having to conform to the same minimum standard of weight, the alternative minimum standard for dimensions can and should be dropped.

Proposal B

Current rule:5.1.1 All types of armor provide the same level of protection.

5.1.2 Armor protects only the area it covers: e.g., one hit from a blue weapon  to an unarmored elbow results in the loss of that arm, even if the rest  of the arm is armored.

5.1.3 Armor may not be concealed and must remain visible to other fighters.  Players may wear a surcoat or tabard over armor so long as the armor is  easily visible.

Proposed change: (in bold)

5.1.1 All types of armor provide the same level of protection.

5.1.1.1 Armor is subject to the same restrictions as garb with regards to  resemblance to modern clothing and incorporation of modern symbols.  Armor may not be constructed in such a way as to resemble clearly modern  hats, caps, jackets, trousers, etc. (this is not an exhaustive list)  nor may it incorporate clearly modern symbols and designs. Armor does not waive the garb requirement for the wearer unless all modern clothing is completely covered by the armor.

5.1.1.2 Only items specifically constructed as armor and recognizable as armor shall be counted as armor. Armor shall be counted as such only when worn as intended. No item with an obvious function other than armor, such as straps, quivers, pouches, boots, scabbards, bandoliers, etc. (this is not an exhaustive list) shall be considered to be armor regardless of the material of its construction.5.1.1.3 No items which closely resemble armor but are not legal armor (as it is defined below) may be worn by a participant in Dagorhir battle games.
 
 5.1.2 Armor protects only the area it covers: e.g., one hit from a blue weapon  to an unarmored elbow results in the loss of that arm, even if the rest  of the arm is armored.
 
 5.1.3 Armor may not be concealed and must remain visible to other fighters.  Players may wear a surcoat or tabard over armor so long as the armor is  easily visible.

Discussion of Proposal B

Here are the reasons I believe this change would benefit Dagorhir, in the Safety-Playability-Realism format:

Safety

Safety would be unaffected. This rules change does not allow or disallow any materials or construction methods. It is concerned with cosmetic elements of the game.

Playability

It is imperative that armor in Dagorhir be easily recognizable as armor. The fact of some piece of equipment's being constructed of sufficiently thick leather or metal is not sufficient, in my view, for it to be armor; while there are many anecdotes in both literature and (dubious) history of miscellaneous items--a Bible, a glasses case, a flask--saving their owners from otherwise fatal wounds, Dagorhir's rules are intended to represent a streamlined and somewhat realistic form of combat in which all fighters are subject to the same restrictions and allowed the same benefits. Therefore, to allow a fighter to be protected from sword attacks by a pouch he wears on his belt is not in keeping with the spirit of the rules.

Realism

It should go without saying that, in both fantasy and historical depictions of battles, fighters wear armor, and only armor, as protective gear, holy symbols, prayers, and divine blessings notwithstanding. To allow items that are not armor to be considered "armor" simply because of their material, without taking into account their manner of construction, seriously erodes the definition of "armor" in Dagorhir and removes us further from the realism of the battles we are attempting to play out.

Proposals A and B are separate, discrete proposals that are unrelated and do not need to be considered together.
[/]
« Last Edit: June 14, 2012, 12:37:51 am by Magnus »
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #26 on: June 14, 2012, 02:19:04 am »
I'll vote against it on the strength of that one line alone.

Testify. My tackling will not be impeded by anyone's armor.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #27 on: June 14, 2012, 02:23:12 am »
I am fully behind Magnus' Proposal A
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #28 on: June 14, 2012, 08:07:21 am »
I'm not mad, just think we need to keep a closer eye on stuff at RWC this year, after the shady voting of last year. And this guy was a result of that.

I wouldn't quite call the voting shady at last rag, but I would sure call the discussions rather sloppy. Once people heard about the possibility of "friendly amendments" every other proposal was going through 5 or 6 revisions within the middle of the discussion.

Zagar wasn't a result of any shady voting process. We nominated him at the appropriate time because he kept trying to get the war council to adhere to Roberts Rules of Order. As such, we believe he will be effective in his position in keeping the discussions orderly and efficient (at least as much as one can do when herding cats).
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #29 on: June 14, 2012, 08:09:50 am »
I wouldn't quite call the voting shady at last rag

Do you disagree that there were chapters with no official representatives casting votes, chapters that do not exist casting votes, units casting votes instead of chapters, and Dagorhir realms casting votes?
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #30 on: June 14, 2012, 08:19:19 am »
The only issue I recall hearing was whether the Jade Islands were still considered an active realm. That issue was only raised by Graymael in regards to Zagar being allowed to chair the RWC, but being a chapter rep is not a requirement to being chairman.

As for non-Dag realm representatives casting votes, I don't know. If PMs are still available or if you want to post it here, I'd be interested to know more and looking into what we can do to prevent that in the future.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #31 on: June 14, 2012, 08:55:30 am »
32 chapters "attended" Tuesday
Chapters in attendance: Aratari, Albion, High Spires, Eryndor, Greyglades, Lostwithiel, Outlands, Byzantium, Einherjar, Aggelgorod, Winterfell, Tartarus Invictus, Anvard, Ravenwood, Lyonesse, Jade Isles, Mordor, Sage Hill, Galladorn, Angaron, Osgiliath, Nova Antiqui, Realm of Chaos, Pointed Heart, K’lar, Wildwood, Kingdom of Akron, De’Troit, Fiat Lux, Dominion, Mallenorod, Taurendor

Unknown Thursday

1st Vote A Total: 39 “All weapons except flails”
1st Vote B Total: 37 "4.1.11.2.1"
2nd Vote Total:35 "Discussion opens on taking red shots"
3rd Vote Total:36 "6” minimum striking surface"
4th Vote Total:38  "Discussion on unsafe shield usage"
5th A Vote Total:35 "A shield may not be taller than the wielder’s ankle"
5th B Vote Total:39 "‘nor wider than 3 feet across at its widest point"
6th Vote Total:39 "Tartarus Invictus Garb proposal discussed next"
7th Vote Total: 35 "Ragnarok Section Head Requirement"
8th Vote Total:Not counted "Ragnarok 27 Improvements"
9th Vote Total: Not Counted (all) "Rag Dag Corp Proposal"
10th Vote Total: 41 "Plasti-dip shield proposal"
11th Vote Total: 37 “modify rule 5.1.15 to remove “must have no spikes or points and”
12th Vote Total: 36 "Day Events:  Ducky McFeelgood nominated, Malice of Aratari nominated, 20 for Ducky, 16 for Malice"
13th Vote Total: 34  "RWC Chair:  Dominus nominated, Zagar nominated, 16 for Dominus, 18 for Zagar"
All other positions not counted.

If you end up with with more/less votes then delegates/chapters its shady.

As far as I am aware you are not allowed to obstain, and by that if the vote count is different every vote its shady.
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Zagar

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #32 on: June 14, 2012, 09:49:09 am »
According to the bylaws, abstentions are not counted, but you are not required to cast a vote on an issue.

Thanks,

Zagar

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #33 on: June 14, 2012, 10:05:08 am »
NEGOTIATIONS FAILED!!!

*Flips table over as army rises over the hill behind him and rushes the RWC. 

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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #34 on: June 14, 2012, 12:33:07 pm »
Yea, the voting at RWC last year was all kinds of shady. Thankfully no damage was done.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #35 on: June 14, 2012, 03:41:48 pm »
I would suggest voting on striking 'articulated armor' from the grappling proposal.  That way we get the feeling from most people present on whether they want articulated armor able to grapple or not.

If we strike that one part of that one line, does the rest of the proposal look good?
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #36 on: June 14, 2012, 03:58:38 pm »
I like the proposal Tannhäuser. The current rule that someone can choose to initiate a grapple with someone wielding a bow and/or arrows is just dangerous. You can't have it one way but not the other. I don't believe the argument that the grapple-r is making the decision to put themselves at risk, because both parties are at risk when there's bows/arrows/etc involved.

The minimal armor not counting towards initiating a grapple is great. I've felt for a while now that someone wearing a bracer not being able to initiate a grapple is silly. Same for greaves.

Armor vs armor in grappling has never been problematic. I don't think it's going to lead to brain-exploding collisions or someone losing a finger ;)
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #37 on: June 14, 2012, 08:27:55 pm »
I do like the new Grappling proposal. Unfortunately the part about Articulated Armor might kill the whole rule.

Also I apologize for posting a bit off topic above.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #38 on: June 14, 2012, 08:33:42 pm »
The minimal armor not counting towards initiating a grapple is great. I've felt for a while now that someone wearing a bracer not being able to initiate a grapple is silly. Same for greaves.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #39 on: June 14, 2012, 09:13:48 pm »
If we strike that one part of that one line, does the rest of the proposal look good?

Yep. Winterfell will vote yes to anything that allows more grappling, and allows us to grapple in our masks and no other armor.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #40 on: June 15, 2012, 03:11:34 am »
Everything else is kosher, even the bow limitation. Making me stop to analyze someone's armor before I grab them seems like too much work, and against the spirit of the quick, intense combat Dag is supposed to bring to the table.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #41 on: June 15, 2012, 10:22:20 am »
Everything else is kosher, even the bow limitation. Making me stop to analyze someone's armor before I grab them seems like too much work, and against the spirit of the quick, intense combat Dag is supposed to bring to the table.

This.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #42 on: June 15, 2012, 10:50:23 am »
Making me stop to analyze someone's armor before I grab them seems like too much work, and against the spirit of the quick, intense combat Dag is supposed to bring to the table.

This is also, incidentally, a big part of the motivation behind my own armor proposal.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #43 on: June 29, 2012, 03:40:43 am »
Are there injuries left and right that i don't know off i feel like these rules are trying to tone down fighting alot???
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #44 on: June 29, 2012, 12:25:05 pm »
Are there injuries left and right that i don't know off i feel like these rules are trying to tone down fighting alot???

Aondor - you're kinda late to the party.  Just because something was being proposed doesn't mean it was approved. 

Besides, most of these rule changes to the opposite.  For instance, expanding the opportunities to grapple (which didn't pass for a few reasons), or simplifying weapon's checking.
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Re: Rules Changes that will be presented for vote at 2012 RWC
« Reply #45 on: July 23, 2012, 11:56:45 pm »
Are there injuries left and right that i don't know off i feel like these rules are trying to tone down fighting alot???

Actually it would speed up the battle
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