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Rules changes - 2010/03/31 17:24 Hey folks,

Once again we are nearing the time for the COM to revise the rulebook. This year at Clan the COM will address changes to the rulebook. So if you have any suggestions for changing the rules, now is the time to post them.

Our proposed changes are due by June 6th, 2010. Therfore any changes that you would like to have considered for submission to the COM need to be in my hands by June 1, 2010.

Feel free to post your suggestions either in the forums, on the IM list, or privately to me at sirmedryn at gmail dot com.

If you are curious as to what types of changes are being discussed head over to the rulebook discussion forum at E-Sam.

http://www.electricsamurai.com/forums/viewforum.php?f=11

If you have any questions feel free to hit me up here or privately.


Medryn
  | | The administrator has disabled public write access.
Re:Rules changes - 2010/07/02 09:52 Fresh from the e-sam boards here is the list of proposed changes: http://www.electricsamurai.com/forums/viewtopic.php?f=29&t=22295

Weapon Rules
(RW) Minimum Shield Size
Intent: A madu is defined as a shield joined to a polearm and has more lenient requirements. Currently this means you can make a madu that has a 'long' size, but actually construct it like a polearm; meaning it only has to have 1/3 of its length be strike-legal. The 'cheese' comes in when you tape on a 1 square inch piece of shield foam on a normally illegal long weapon and call it a shield. Similar methods have been used by attaching said piece of foam to a glove, providing the wielder with infinite hand blocks.

Suggested Change: A shield may not be smaller than 6 square inches.

(IM) Alternative covers such as Plasti-dip for weapons
Issue: Recent developments in weapon technology have allowed for the creation of some very spectacular weapons covered in plasti-dip. Our current rules do not allow for plasti-dip (or any non cloth cover) on areas required to be strike legal even if they are not intended to be striking surfaces (such as the hafts of hammers or axes).

Intent: Maintain our safety standards, require the appropriate amount of padding on weapons, but allow players the freedom to creatively cover those areas that are padded for safety, but not intended as striking surfaces.

Suggested change (choose one or none):
Change the last sentence under Weapon Terminology #1. from: “This must be covered in a durable, opaque cloth.”
To:

a.“This must have a durable opaque covering. Areas intended as striking surfaces must be covered in cloth. Areas without a cloth cover should not intentionally be used to strike an opponent and do not count as a valid hit if they do strike an opponent. Coverings that might irritate skin or cause an allergic reaction such as latex or exceptionally rough cloth should not be used.”

Or

b. "This must have a durable opaque covering. Areas intended as striking surfaces must be covered in cloth. Areas without a cloth cover should not intentionally be used to strike an opponent and do not count as a valid hit if they do strike an opponent. Coverings that might irritate skin or cause an allergic reaction such as latex or exceptionally rough cloth should not be used. Bare tape is unacceptable as a covering material."

(IM) Alternative covers such as Plasti-dip for shields
Issue: Recent developments in foam technology have allowed for the creation of some very spectacular shields covered in plasti-dip. Our current rules do not allow for plasti-dip (or any non cloth cover) on shields.

Intent: To allow plasti-dip and other durable coverings for shields. Option b. eliminates tape covers if those are objectionable.

Suggested Change:
Change the first sentence of Shield Construction from:
“Shields should be made from light, firm materials, should be well padded, and require a cloth cover.”
To:
a. “Shields should be made from light, firm materials, should be well padded, and require a durable opaque covering."

or

b. “Shields should be made from light, firm materials, should be well padded, and require a durable opaque cover. Bare tape is unacceptable as a covering material.”

(IM) Covers for Projectiles
Issue: Currently all projectiles require cloth covers, some parks allow cloth tape or duct tape covers on throwing weapons, while some do not. Neither bare cloth tape nor duct tape create the safety concerns on throwing weapons that they do on melee weapons.
Intent: To allow throwing weapons and rocks to be covered in either tape or cloth.

Suggested Change:
Change the first sentence of Projectiles under Weapon Construction from:
“A blow by any part of a throwing weapon, boulder or rock counts as a hit; so all parts of these weapons need to be Strike legal.”

To:

a.“A blow by any part of a throwing weapon, boulder or rock counts as a hit; so all parts of these weapons need to be Strike legal. Duct or cloth tape is an acceptable covering for projectile weapons.”

or

b.“A blow by any part of a throwing weapon, boulder or rock counts as a hit; so all parts of these weapons need to be Strike legal. Duct tape is an acceptable covering for projectile weapons.”

or

c.“A blow by any part of a throwing weapon, boulder or rock counts as a hit; so all parts of these weapons need to be Strike legal. Cloth tape is an acceptable covering for projectile weapons.”

(DS) Clarify Injury
Intent: Redefining "injury" to more accurately describe game mechanics by adding to combat note #17

Issue: Given that we push some of the verbiage in weapon safety onto the definition of injure, it is necessary to define it in such a way that it is differentiated from the occasional hurt that occurs during normal play. Weapons that consistently hurt, however, will remain illegal.

Suggested Changes:
17. Injury: Injuries include breaking bones or teeth, black eyes, or regularly leaving marks or bruises on a person. While not encouraged, some weapon impacts will occasionally hurt to a limited extent. Temporary redness, localized
stinging, loss of breath, or the occasional bruise after being struck are an expected and accepted part of participation in a contact sport. When determining the effect of a weapon impact that appears to have injured a participant, the downed player should immediately be asked if they are hurt, or if they are injured, and the weapon in question should be checked by a reeve.

ADDENDUM
Wounding (S, Death)
C: Healer 3, Wizard 2
I: Repeat x2 “From my heart I strike off your (right or left/arm or leg).”
R: 20 ft.
E: Victim’s limb is wounded.
L: The victim must be unwounded prior to spell casting.
N: May be cast while moving. Has no effect on a player who has already lost a limb. Will outright kill monsters that die on wounds.

ADDENDUM
Weapon Construction Notes
A safe weapon is one that will not mark, bruise, or break bones or teeth when it strikes a person. If your weapon injures you when you are struck, it is not safe.


(DS) Mandate Core Reserve
Intent: This adds in a "core reserve" which is a mandatory capping method for stabbing tips. Having seen some deplorable examples of stabbing tips, and the damage that they have caused, I feel it is important enough to stress the permanent nature of "capping" by developing a term that more accurately describes what we would like to have happen. This core reserve is intended to remain on the weapon permanently, and incorporates a durable and permanent foam or rubber cap in its design. Clearly this is something we can not check without destructively testing the weapon, but I think most safe weapons are designed in this manner already, and it is a good rule to institute for nascent players constructing their first weapons.

Suggested Changes:
Weapon Terminology
2. Core Reserve: A permanent cap composed of durable material which is firmly and securely affixed to any core under a stabbing tip. In the event of catastrophic tip failure, this core reserve should be designed and constructed to remain on the core to decrease the possibility of serious injury.

ADDENDUM
Weapon Construction Notes

The ends of all weapon cores must be blunted by capping them with a layer of foam and tape. Stabbing weapons must include a core reserve, and may include extra padding on the tip to ensure safety.

3. If you want a stabbing tip on your sword, firmly and securely attach a core reserve, such as a rubber stopper or a layer of closed cell foam, to the tip using tape and/or glue. This core reserve should be constructed to stay on the tip of the core permanently.

5. Tape several pieces of closed cell foam over the top of the sword with fiberglass strapping tape. You should have at least 1 inch of closed cell foam on your stabbing tip, not including the core reserve (and even more for a two handed stabbing weapon, such as a spear).


(DS) Foam Requirements
Intent: Given that the rules concerning foam thickness make flat blades difficult to create and impose a greater padding requirement than their uni-blade cousins, it has become clear that we need to impose a uniform padding requirement for striking surfaces, and leave it at that. While I am confused by the misunderstanding concerning the width of flat blades across the blade, and blade to blade, versus the amount of foam that is actually between the striking surface and the core, I have included how this is to be measured. Note that this change implicitly allows for blades to be shaped or shaved, so long as their diameter or width meets or exceeds 2.5 inches. I have also included a more robust foam description, so that players reading this for the first time don't tape an inch of open cell to pvc and call it a day. This change covers weapon terminology and construction notes, which are indicated in the headings.

Suggested Changes:
Weapon Terminology
1. Strike-legal: This refers to a portion of the weapon that will not injure when used to hit your opponent and is at least 2.5 inches in diameter or width from blade edge to blade edge. Striking surfaces require at least 1 inch of foam over the weapon core, measured from the outside of the striking surface to the core. Stab-only weapons are still required to have six inches of Strike-legal surface on any stabbing end for safety. This must be covered in a durable, opaque cloth.

ADDENDUM
Weapon Construction Notes

Use good, stiff foam to pad your weapon. "Open cell" foams, such as those found in couch cushions, have limited value in weapon construction. Various types of flat "closed cell" foam, such as camping pads, are readily available and good for creating a variety of durable weapons. Cylindrical foam water toys, are a quick and easy alternative to camp pad, however they wear out much faster. Foam choice should be guided by how well the foam will work in a high impact application, so brittle foams or glues that become rigid when dry should never be used.

ADDENDUM
1. Strike-legal: This refers to a portion of the weapon that will not injure when used to hit your opponent and is at least 2.5 inches in diameter or width from blade edge to blade edge and must not protrude more than 1.5 inches through any 2.5 inch ring, nor end in an angle less than 90 degrees. Striking surfaces require at least 1 inch of foam over the weapon core, measured from the outside of the striking surface to the core. Stab-only weapons are still required to have six inches of Strike-legal surface on any stabbing end for safety. This must be covered in a durable, opaque cloth.

ADDENDUM
Weapon Construction Notes

Weapon tips (points, guards, pommels, etc.) and striking surfaces must be at least 2.5 inches in diameter, and must not protrude more than 1.5 inches through any 2.5 inch ring, nor end in an angle less than 90 degrees.

ADDENDUM
Projectiles
A blow by any part of a throwing weapon, boulder or rock counts as a hit; so all parts of these weapons need to be Strike-legal. The tips of all projectile weapons must not protrude more than 1.5 inches through any 2.5 inch ring, nor end in an angle less than 90 degrees. Projectiles may not have solid cores. Materials you may use for projectile cores include foam, sweatshirt material, and other soft, non-granular and non-rigid materials. Pennies, batteries, sand, and the like may never be used as cores.

General Battlegame Rules

(RW) Trap/Earthbind Change
Intent: Trap and Earth Bind belong to the subdual school; they fit in with the majority of everything else that is subdual.

Suggested Changes: Add the following limitation to Trap and/or Earth Bind:
L: Belongs to the Subdual school.

(BS) Clarify Simultaneous Arrow Strikes
Intent: Define what happens when an archer fires a penetration arrow and a standard arrow at the same time and strikes a shield.

Currently Penetration Arrow states the following:
E: Behaves exactly like an Armor-Piercing Arrow except that it will also destroy a normal shield. It will not carry through to the arm underneath, however.

Suggested Change (choose one or none of the following):

Option 1: Add “Additional arrows fired simultaneously with the Penetration Arrow will act on the shield and do not carry through to the arm underneath.”

Option 2: Add “Additional arrows fired simultaneously with the Penetration Arrow will carry through and will act on the arm underneath.”


(DW) Healer/Barbarian Sash Color
Intent: None provided

Suggested Change: Healers get white sashes, Barbarians get red sashes.


(GV) Declaring Immunities
Issue: A player is not required to state that they are immune to an effect which has been used against them, while many players do this as a courtesy, it is not mandatory. Failure to notify your opponent that you are unaffected by his actions (for example being hit with a Fireball and then simply continuing to fight without acknowledgement of the shot) is not only poor sportsmanship, but leads to potential game slowdowns due to confusion, and possibly escalated issues due to the perception of cheating.

Suggested Change: Add Game Etiquette Bullet Point 5 (RoP pg 13)

Quote:
5. If you are immune to, protected from, or for any other reason are not affected by a magic, ability, or physical hit you must notify your opponent as quickly as possible. Acceptable ways to inform them include saying "Immune", "Protection from <school/effect>", "No Effect", etc. You are not required to interrupt any incantation, but should notify your opponent immediately after that incantation is complete. Informing your opponent that you are not affected by his actions does not count as breaking a Chant.

(GV) More Poison
Issue: Two standard classes are immune to Poison, three can cast the Magic Cure Ailments, and two can make use of the Antidote to Poison ability. Comparing that to only two standard classes (one only available to Knights) that bring the Poison effect onto the field and we see a large imbalance that makes Poison a neglible threat. Our intent is to make it a more common ability, therefor not only increasing the worth of Immunity to Poison/Cure Ailments/Antidote to Poison, but the power of Poison in a battlegame itself.

Intent: While this does not spread the Poison effect out to more classes, it does provide more Poison options to an Assassin, while also offering the option to make Traps something a bit more deadly for the class.

Suggested Changes (choose all that apply, or none):

Option 1:
Add a Poison Bolt Magic Ball (as follows) to the Healer and Bard magic list.

Quote:
Poison Bolt (B, Sorcery)
C: Healer 3, Bard 4
M: Padded pink “Poison Bolt” with streamers
I: Hold bolt in free hand and repeat x5 “Poison Bolt.”
E: Players struck are poisoned and will die in a 100 count unless Cured. Armor or equipment hit is not destroyed, but the player is still affected.

Option 2:
Add a Poison Trap Trait (as follows) to the choices of abilities a Level 6 Assassin can take.

Poisoned Traps (T)
After using a trap, state "Poisoned", and in addition to the effects of the trap, the target is poisoned and will die in a 100 count unless cured. For purposes of invulnerability, the trap and the poison are a single effect.

(DS) Clarify that Fireball does not require an Orange strip
Intent: On page four, under the Strips section, it is stated that flame effects(such as Flame Arrow, lava, etc) are required to have orange strips on them for purposes of clarity and identifying game effects.

Suggested Change: Change the following text on page 4 from
Add the phrase "Non-Magical" to "Orange: Flame effects such as Flame Arrows, Lava, etc."


(IM) Removing Offensive Touch Abilities
Issue: Offensive Touch abilities cause a couple of problems in our game. Primarily, they are largely useless outside of very specific sets of circumstances. Specifically Touch of Paralyzation is almost never purchased or used, and Touch of Death sees use primarily as part of the Monk “cruise missile”. Ordinarily if you can touch someone you can hit them with a weapon. Additionally, touch abilities invite contact between players, which is discouraged if not outright prohibited generally by our rules.

Suggested change:
Remove Touch of Paralyzation and Replace Touch of Death with the following:

Death Strike (E, Sorcery {Effect is Death})
M: Enchantment strip
I: "Death Strike" x10
E: A single wound inflicted by the weapon will kill.
L: One use only, once discharged the enchantment is gone.
N: Does not have to be discharged on the next person struck or wounded with the weapon after the enchantment is cast, but can be saved until needed. To discharge player must state "Death Strike" immediately after wounding an opponent. The enchantment itself is a Sorcery, but its effect when discharged is Death magic.

General Magic Changes
(RW) Give Defend To All Casters
Intent: This gives more options to every caster. In most situations it is optimal for the casters to just get enchantments from other casters and have more 6th level points to themselves, but this lets any caster, not just wizards, choose to enchant themselves for a life with the sacrifice of losing out on points from high-level magic. The most powerful result that will come of this giving healers the ability to cast protection from magic on themselves.

In a way, this proposal actually nerfs magic's power, as most of the protective enchantments that are used by casters are used to protect them against themselves. Giving casters the option to take give themselves those enchantments at the cost of lessening the amount of high level magic they can take can and will lessen the amount of magic on the field. (in other words, casters are more busy protecting themselves against themselves, so they spend less time attacking everyone else.) A druid who takes defend, for example, cannot take more than one Finger of Death.

Suggested Change: add the following to all spell lists:

Defend (N, Protection)
C: Druid 6, Healer 6, Wizard, 6 Bard 6
M: Enchantment strip
I: State “Defend,” followed by the incantation of the Enchantment it is to be used with.
E: Caster may apply any single enchantment from their native spell list on themselves. Caster need not have purchased the enchantment to apply it in this manner. Casting magic does not cause this enchantment to dissipate.

Cost 2 max 1/game for all casters.

(CG) Clarify Mute/Silence Effects On Class Abilities
Issue: Occasionally there is an argument over Mute/Silence stopping magical chants like Flight and preventing activation of class traits like fire arrow. You do not need to talk to light a fire.

Suggested Changes: Add to the Note line of all relevant magics/abilities:
"Speaking requirements used in class abilities, traits and magics to allow others to know what the player is doing (Sanctuary chant, lighting a fire arrow, Flight call, etc.) are not affected and may still be used."

(CG) Incantation Audibility
Issue: As it stands the incant range still allows casters of touch/self magics or abilities to mutter since they are the recipients’.

Intent: This prevents the wounded monk in the corner going “umumumuumu healed!” or the wizard shoving his hand in his spell bag “umumumumumm” pulling a fireball, throwing it and calling someone dead.

Suggested Changes:
"Magic must be said loudly and clearly enough to be heard within 100 feet or by the recipient, whichever is closer."
to
"1. Trait, Ability or Magic activation incants or chants must be said loudly and clearly based on the range of the spell
a. A touch or self ranged effect must be heard at 20 feet from the caster
b. A ranged spell of 20, 40, 50, or 100 feet must be heard at that range or by the recipient, whichever is closer
c. LOS effects must be heard at least 100 feet from the caster."

(BS) Clarify Yield
Intent: The Yield spell can be used (intentionally or inadvertently) to remove a player from the game for longer than intended. After casting Yield, the caster can then run off to another part of the field and the target is limited to "moving in a straight line at a brisk walk", thereby never reaching the caster and starting his/her count. The goal here is to remove some of the loop holes and bring the spell more in line with the original intent (at least as far as I understand it). Originally the spell required the victim to move in a straight line, so a wall or a tree could prevent the victim from reaching the caster and starting the count. This also clarifies that the victim remains where the caster dies since the caster is likely to either move to Nirvana or around the field to retrieve equipment.

Suggested Change:
From:
E: Victim lowers weapons and surrenders to the caster, moving in a straight line at a brisk walk – until at the caster’s side – where they then begin a 300 count. During this spell they stay by the caster’s side and cannot fight, cast magic, or use abilities. The caster may free the victim at any time for any reason. If they are not killed before the spell ends, they must return to their base, and are then able to act freely. May not be physically restrained to prevent the player from returning to base or going to the caster. If the caster dies the player remains near the body until their count expires.

To:
E: Victim lowers weapons and surrenders to the caster, moving directly to the caster in the quickest direction at a brisk walk or faster – until at the caster’s side. The victim is under the affects of this spell for a 300 count which begins as soon as the spell is completed. During this spell they stay by the caster’s side and cannot fight, cast magic, or use abilities. The caster may free the victim at any time for any reason. If they are not killed before the spell ends, they must return to their base, and are then able to act freely. May not be physically restrained to prevent the player from returning to base or going to the caster. If the caster dies the player remains near the spot where the caster died until their count expires or they are freed.

(BS) Clarify Dance/Extension
Intent: Make a clarification concerning the use of Dance with Extension.

Suggested Change (choose one or none of the following):

Option 1: Add the following to the Notes portion of Dance:
“Dance may not be combined with Extension.”

Option 2: Add the following to the Notes portion of Dance:
“B. Dance may be combined with Extension but must be stated first.”

Bard Changes

(RW) Change Charm
Intent: Charm is too complicated, too open-ended, and is a death spell in its current form. Example: You can charm someone to belly crawl from their current location to X location, or lay the palms of their hands on the ground before you. Yes they can go to a safe, out of the way location, to perform the charm, and the bard can follow them there and kill them. Another example is making them do 70 pushups, or sprint to the farthest treeline and back, effectively forcing most to take a death or be dead tired for the rest of the day. It's easier to make the charm a verbal entangle. Yes it makes the spell similar to Sleep, but it's the lesser of two evils. Sleep has a much, much longer incantation (30 syllables vs. 23), is a per life spell, and is therefore suitable to stay as it is.

Suggested Changes:
From:
Charm (S, Control)
E: Enemy player is given a task by the caster, such as sing or dance about, which he must perform. The caster should describe what he wants the Charmed player to do within a 10 count after casting the spell. The caster and the victim may not attack each other during this time. If the caster dies before the instructions for the Charm are given, the player is freed of the Charm. If the caster has not given his instructions within a 10 count the Charmed player is freed. Spell ends when the task is completed or a 150 count has elapsed, whichever comes first.
L: You may not Charm somebody to affect his own person, equipment, or teammates. The victim may defend himself if attacked, but otherwise may not interact with other players unless it is required to complete the Charm. The victim may move immediately to a safe, out of the way location, if performing the Charm at their current location would place him at a battlefield disadvantage. If moving to a safe location, the count for the
Charm begins when the victim arrives at that location. Impossible tasks such as, “Bring me the moon in a teacup” result in the Charm being wasted.
N: The Charmed player’s count starts the moment they are Charmed, except as noted above.

To:
Charm (S, Control)
C: Bard 1
I: State “Charm” – followed by a 20 syllable or more poem – followed by “Charmed.”
R: 20 ft
E: Victim is given a simple task by the caster, which he must perform. Victim is stuck in place performing the task for 150 count. The victim may not otherwise move or communicate in any fashion, and neither the victim nor his equipment can be effected in any way – except where noted below.
L: You may not Charm somebody to otherwise affect his own person, equipment, or teammates. The task must be simple, such as dance in place or sing, and cannot impede gameplay other than its effect on the victim.
N: Dispel Magic will instantly negate the effect. Shove, Teleport, and Wind may be used normally on an affected victim.

(BS) Bard re-write
Intent: Separate Bard from Druid by removing Voice.

Suggested Changes:
Level 1
2. Move Honor Duel from Level 4 to Level 1 of the Bard Spell List at cost 1/max 4 per life.
3. Move Pro Subdual from Level 2 to Level 1 of the Bard Spell List at cost 1/max 4 per game.

Level 2
4. Add Heal to Level 2 of the Bard Spell List at cost 2/max 2 per life.
5. Move Hold Person from Level 1 to Level 2 of the Bard Spell List at cost 2/max 2 per life.

Level 3
6. Add Entangle to Level 3 of the Bard Spell List at cost 2/max 2.
7. Move Confusion from Level 4 to Level 3 of the Bard Spell List at Cost 1/max 2 per game.

Level 4
8. Add Barkskin to Level 4 of the Bard Spell List at cost 1/max 4 per game.
9. Move Yield from Level 5 of the Bard Spell List to Level 4 at cost 1/max 4 per game.
10. Move Mute from Level 5 of the Bard Spell List to Level 4 at cost 1/max 4 per life.

Level 5
11. Move Awe/Fear from Level 4 of the Bard Spell List to Level 5 at cost 2/max 2 per life.
12. Move Dance from level 6 of the Bard Spell List to Level 5 at cost 2/max 2 per life.
13. Add Feeblemind to Level 5 of the Bard Spell list at cost 2/max 2 per game.
14. Move Release from Level 6 of the Bard Spell List to Level 5 at cost 1/max 4 per life.

Level 6
15. Add Dispel Magic to Level 6 of the Bard Spell List at cost 1/max 4 per game.
16. Add Protection from Magic to Level 6 of the Bard Spell List at cost 1/max 4 per game.
17. Add Stoneskin to Level 6 of the Bard Spell List at cost 2/max 2 per game.
18. Add Teleport to Level 6 of the Bard Spell List at cost 1/max 4 per game.

(IM) Combat Casting
Intent: There has been quite a bit of discussion about Bards lacking a true capstone ability, and the desire to replace or modify Voice.

Suggested Change (choose one or none):
Add to the Bard spell list:

a.
Combat Casting (N, Neutral)
C: Bard 6
E: The bard no longer needs a free hand to cast spells.
L: May not be used to cast magics with a greater range than 20'. 20' magics cast with Combat Casting may also use Extension.

Cost 2/ Max 1 per game.

or

b.
Combat Casting (N, Neutral)
C: Bard 6
E: The bard no longer needs a free hand to cast spells.
L: May not be used to cast magics with a greater range than 20', including magics with ranges increased to greater than 20' by the use of Extension.

Cost 2/ Max 1 per game.

or

c.
Combat Casting (N, Neutral)
C: Bard 6
E: The bard no longer needs a free hand to cast magics.
L: May not be used to cast magics modified with Extension.

Cost 2/ Max 1 per game.


(DS) Buff Bard - Lost
Intent: None provided.

Suggested Change: Add Lost to Bard at 1st level, cost 1, max 4, per life.

(BS) Buff Bard
Intent: Currently the bard is nearly useless against certain classes. The monk, druid, anti-paladin and a berserking barbarian are all immune to the vast majority of bard spells. Daze is a spell to temporarily disable a target without killing that target. It trades power with range.

Suggested Change:
Daze (S, Sorcery)
C: Bard 3
I: State "I daze thee" x 5
R: 20'
E: Target is effected as per the spell stun.
N: The victim is released early from the effects of this spell if any of the following occur: A. The victim becomes the target of a spell or ability from an enemy player; B. An enemy attacks the victim; or C. An enemy comes within 10' of the victim.

Cost 1/Max 2 per life


(BS) Buff Bard
Intent: Currently, awe/fear is only a per game spell. Bards should be adept at causing people to be in awe of them. This alteration will help the bard with crowd control. Per life spells are quite a bit more fun than per game spells as well. Plus, many level 4 spells that other classes get, like call lightning for druid, automatically kills a target. Awe/fear doesn't kill or maim a target. It is used to keep a target at bay.

Suggested Change: Change awe/fear to Cost 2/Max 2 per life for bard.

(BS) Buff Bard
Intent: Dance is currently one of those spell add-ons that players like the idea of but they rarely take because it is per game and at sixth level. Making a spell more powerful will literally remove the amount of actual spells that the bard has available to cast. Since dance is not per life, you are using up per game spell points. This is highly detrimental to the actual effect of the Bard on the field. None of the 20' bard spells are kill spells.

Suggested Change: Change Dance for bard to per life, but make dance only effective with 20' spells. (no yielding or confusion)


(RW) Remove Legend
Intent: Legend is extraordinarily complicated and takes up most of a page, most people don't understand how it works. Because of the nature of Legend, veterans rarely 'wander into' the area of effect and get caught in it; it's generally a weapon against newer players alone. That's bad. This gives the bard a versatile (Though very long, 30 syllable) sorcery spell, and takes away the overcomplicated Legend. If voice is changed, this grants bards a needed spell with a versatile school.

Suggested Change: Remove Legend, replace it with Stun, cost 1, available 4/game, at the same level.

Druid Changes

(DW) Druid Strip Color Change
Intent: None provided.

Suggested Change: Change Druid strips colors from green to brown.

(RW) Buff Druid - Shield Cost
Intent: Druids are the only caster who may only use a small shield, which is almost never worth sacrificing 12 total points at 6th level in a game where archers are prevalent. A small shield costing 6 total points is much more viable.

Suggested Changes: Change the shield cost for druids from cost 4 to cost 2.

(RW) Druid Buff - Equipment Destroying Spellball
Intent: Giving druids a reusable form of equipment destruction as another option is something that would validate them a lot more for last life scenarios. It won't add much in the way of power because it is something they have to give up Finger of Death, Vivify, or generally more useful lower level magic for. Also, entangle and petrify are arguably more useful in most situations.

Suggested Changes
New spell at 6th level, cost 2 max 1:

Sonic Ball (B, Sorcery)
C: Druid 6
M: Purple padded ball with streamers.
I: Hold ball in hand and repeat x5 “Sonic.”
E: Will destroy the first piece of equipment it touches. Will destroy Imbued or Hardened items.
L: Bounces do not count. Does not wound or kill.
N: A player may only have one magic ball for this magic.

(IM) Buff Druid - Stack
Intent: Change suggested moves towards making Druids the premier enchantment caster

Suggested Change: Add Stack, exactly as it currently is to the Druid’s spell list at 6th level.

(IM) Buff Druid - Pro-Magic
Intent: This along with the Stack change suggested moves towards making Druids the premier enchantment caster. Additionally it fits with Druid’s theme, allowing them to protect players from “unnatural” magic.

Proposed Change: Add Protection from Magic to the Druid spell list at third level, cost 1, max 4

(BS) Buff Druid - Poison Bolt
Intent: None provided.

Proposed Change (choose one or none of the following):

Option 1: add the following to the Druid spell list:

Poison Bolt (B, Sorcery{E: Poison})
C: Druid 2
M: Padded purple “Poison Bolt” with streamers
I: Hold bolt in free hand and repeat x5 “Poison Bolt.”
E: Player struck in an unarmored location are poisoned and will die in a 100 count if it is not cured. This effect does not wound or kill the player and has no affect on armor or equipment.

OR

Option 2: add the following to the Druid spell list:

Poison Bolt (B, Sorcery)
C: Druid 3
M: Padded purple “Poison Bolt” with streamers
I: Hold bolt in free hand and repeat x5 “Poison Bolt.”
E: A direct hit on a person will kill or wound them just as if it were a throwing weapon and they are poisoned. Poisoned players will die in a 100 count if they are not cured (immunity to Poison will prevent this). May be blocked by shields and weapons. Destroys one point of armor.

Healer Changes

(BS) Buff Healer
Intent: Lost is currently a very weak spell for being per game. The base could very well be a 20 second walk away taking a target out of combat for 30 seconds. 20 seconds there, 10 for the jog back. Taking lost as it is, isn't very good to take since it is per game. Changing it to per life makes lost more effective.

Suggested Change: Change Lost from per game to per life.

Wizard changes

(IM) Nerf Wizard - Stack
Issue: Currently Wizards are not only the most powerful casting class but they are the most versatile. Reducing some of their utility, and increasing the utility of other magic classes helps balance. Stack currently allows Wizard to not only be the best death dealer, but to be the most useful enchantment class.

Suggested Change: Remove Stack from the Wizard spell list

(IM) Request for Proposals - Lightning Bolt and Fire Bolt (Vote Yea or Nay to issuing this statement):

The CoM formally requests that all Kingdoms playtest the below suggested changes, and report to the CoM prior to Clan 2011. This proposal will be considered at Clan 2011, and even though it is a clarification year this change will be considered.

Reduce the power of Fireball and lightning bolt:

a.(RW) Change Fireball and Lightning Bolt to the following:

Lightning Bolt (B, Flame)
C: Wizard 2
M: Padded yellow “Lightning Bolt” with streamers
I: Hold bolt in free hand and repeat x5 “Lightning Bolt.”
E: Destroys the first piece of equipment it hits.
L: Lightning Bolt does not kill or wound a player unless noted otherwise. Does not effect invulnerability.

Fireball (B, Flame)
C: Wizard 4
M: Padded red “Fireball” with streamers
I: Hold ball in free hand and repeat x5 “Fireball.”
E: Kills any player it touches while moving, even on a roll or foot shot (it affects all players it touches not just the first one struck). When throwing the caster may declare that the Fireball is “remain active.” If this is done, the Fireball will continue to burn for up to two minutes after it comes to a stop, killing the very next player it touches and ending the effect. Bounces count. Is not stopped by armor, and does one point of damage to invulnerability.
L: Fireball has no effect when it hits equipment unless noted otherwise.

and

b. (BS) Change Fireball and Lightning Bolt to the following:

Lightning Bolt (B, Flame)
C: Wizard 2
M: Padded yellow “Lightning Bolt” with streamers
I: Hold bolt in free hand and repeat x5 “Lightning Bolt.”
E: A direct hit on a person will kill or wound them just as if it were a throwing weapon. Lightning Bolt will do 2 points of damage to armor. Weapons struck are destroyed.

Fireball (B, Flame)
C: Wizard 4
M: Padded red “Fireball” with streamers
I: Hold ball in free hand and repeat x5 “Fireball.”
E: Destroys any piece of equipment or kills any player it touches.

(RW) Reword Sphere
Intent: Stating "will destroy anything it touches" is silly. It means that fixed enchantments and maybe even some other unintended items can be destroyed. The rewording basically outlines exactly what the ball can do, without vagueness.

Suggested Changes:
From:
Sphere of Annihilation (B, Sorcery)
E: Will destroy anything it touches; even Imbued or Hardened items. Counts as one hit against invulnerability. Is not stopped by any non-invulnerable armor. Weapons and shields are considered separate from the player holding them. Objects destroyed by Sphere may not be Mended. Will stop Fight After Death. Players killed by Sphere may still be Resurrected.

To:
Sphere of Annihilation (B, Sorcery)
E: Will destroy the first piece of equipment or kill the first player it touches. Will destroy Imbued or Hardened items. Counts as one hit against invulnerability. Is not stopped by any non-invulnerable armor. Weapons and shields are considered separate from the player holding them. Objects destroyed by Sphere may not be Mended. Will stop Fight After Death. Players killed by Sphere may still be Resurrected.

Barbarian Changes

(DS) Barbarian Garb Standardization
Intent: Removing extraneous garb requirements from Barbarian

Suggested Changes: Remove "Blues and browns, furs and leather" from the Barbarian garb description.

(RW or GV) Barbarian Re-write (choose one or none)
Intent (RW): Made the write up less front loaded, and more evenly dispersed among levels. Removed one life. Added a restriction on Fight After Death to limit the number of times it may be used to 3. Allows the barbarian to go berserk on any 2 lives. Gives them heal 2/game.

Suggested Changes (RW)
Change Barbarian class to the following:

Garb: Fur or leather sash that cannot reasonably be mistaken for the sash of any other class.
Armor: none initially
Shields: large
Weapons: All melee
Immunities: none initially
Lives: 4
Limitations: Cannot carry enchantments. May not use relics except Heimdall's Horn.
Abilities & Traits:
Levels
1st Berserk (ex) (1/game)
2nd Heal (ex) (1/game, Self only)
Up to 2 points of armor may be worn (T)
May use Throwing Weapons (T)
3rd Fight after death (ex) (1/game, While berserk only)
May now use a bow (T)
4th Heal becomes (2/game)
Immunity: subdual
5th Total lives increase to 5 (T)
Fight after death becomes (2/game)
6th Berserk becomes (2/game)
Fight after death becomes (3/game)


ADDENDUM: Change berserk to go along with the new Barbarian Writeup.
From: You may choose to go Berserk at any point on an eligible life by tying on the strip and announcing your Berserk state.
To: You may choose to go Berserk at any point on one life by tying on the strip and announcing your Berserk state. You are berserk for the remainder of that life. If you are killed but then resurrected, you are still Berserk.

OR

Intent (GV): Our goal here was to offset the front-loading of power in the class, and we also reduced the total number of lives to 5 as we felt the class was solidly powerful enough, and preferred to see 6 lives as a unique trait of Warrior.

Suggested Changes (GV)
Change Barbarian to the following:

Armor: 2 points
Shields: Large
Weapons: All melee, rocks
Immunities: Subdual
Lives: 4
Limitations: Cannot carry enchantments. May not use relics except Heimdall’s Horn.
Abilities & Traits:
Levels
1st Berserk (ex) 1/game
2nd May use throwing weapons.
3rd Fight After Death when Berserk (T)
May use javelins.
4th Powerful Blows (T)
Total lives increase to 5 (T).
5th May use bows.
6th Berserk (ex) 2/game.


Monk Changes

(DW) Sanctuary Weapon Clarification
Intent: Sanctuary as it currently is promotes unsafe gameplay by not clearly removing a monk's ability to manipulate weapons. This has led monks to kicking weapons around the field so that they are able to access them once Sanctuary has ended. This has led, in turn, to opposing players kicking or in other ways contacting the monks weapons and other equipments, and generally causes an unsafe environment. The purpose in this change is to restrict the monk's contact of weapons so as to completely avoid any unsafe actions.

Suggested Changes:
Sanctuary
L: Must be chanting “sanctuary” and cannot be holding a weapon or the ability is broken. Cannot carry nor affect game items while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in.
To
Sanctuary
L: Must be chanting “sanctuary” and cannot be holding, carrying, or in any way moving a weapon or the ability is broken. Cannot carry nor affect game items while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in.

(RW) Monk Buff - Missile Block
Intent: Monks, with Missile Block, are intended to be better at defending themselves against projectiles than any other class. However, as it stands now, if a warrior blocks an arrow with his sword and it deflects and hits him in the chest, then the warrior's sword is broken, and the warrior himself is fine. If a monk does the same thing, the monk's sword is fine, but the monk himself is dead.

Suggested Changes:
Change the effect Monk Missile Block. This will also propagate to Greater Missile Block.

From:
E: Player is allowed to block arrows with their weapons without penalty. If such a block is insufficient to prevent the projectile from striking any legal target, it still counts as a hit.
To:
E: Player is allowed to block arrows with their weapons without penalty. If such a block causes the projectile to deflect or bounce onto any legal target, it does not count as a hit.

Buff Monk - Various
Intent: Monk is in need of a bit of a boost in power. The class is hampered by a lack of offensive abilities and a decided lack of melee survivability, they are the only melee class that lacks armor, and their only offensive ability is Touch of Death. The following options either provide a boost to these areas in some way, increase the Monk’s utility, or improve on Monk’s already strong ability to withstand magic.

Suggested Change (choose one or none of option a or b):
OPTION A: Change Monks 6th level abilities from (choose one):
6th Heal (2/life, Self Only)
Immunity: Traps

to

Option 1(IM):
Allow Heal to be used on others
Add two points of sectional invulnerable armor per game (non magical)
Remove Immunity to traps

Option 2(IM):
Add two points of sectional invulnerable armor per game (non magical)

Option 3(IM):
Sanctuary becomes (2/life)

Option 4(IM):
Allow monks to block spellballs (except Sphere) without penalty to affect (non magical)

Option 5(IM):
Add one point of natural armor each life (non magical)

Option 6(IM):
Monk is immune to the first physical hit of any type, excluding magic balls, each life (non magical)

Option 7(GP):
Throwing weapons do an additional point of damage.

OR

OPTION B: add to Monk Abilities (choose one)

Option 1(RW)
Add at second level 1/life: Specialization

Specialization
I: Declare loudly "Specialization" directly at the beginning of life used.
M: Grey strip visibly tied to weapon.
E: Player may only use a single melee weapon (not weapon class) for the duration of that life. During that life the selected weapon is considered red. Melee weapons that are already Red deal an extra point of damage to armor for a total of three. Note that one handed red weapons still have to be marked with red.
N: Does not prevent the use of throwing weapons or melee daggers.
L: Weapon chosen for specialization must be over 2 feet in length.

Option 2 (RW):
Add at second level 1/life: Specialization

Specialization
I: Declare loudly "Specialization" directly at the beginning of life used.
M: Grey strip visibly tied to weapon.
E: Player may only use a single melee weapon (not weapon class) for the duration of that life. During that life the selected weapon is considered red. Melee weapons that are already Red deal an extra point of damage to armor for a total of three. Note that one handed red weapons still have to be marked with red.
N: Does not prevent the use of throwing weapons or melee daggers.
L: Weapon chosen for specialization must be over 2 feet in length. Weapons under the effects of Specialization may not bear enchantments.

and

Add at 6th level: Greater Specialization

Greater specialization
E: Player's weapon that is affected by specialization can no longer be destroyed or rendered unusable by any means except sphere of Annihilation.

Scout Changes

(RW) Scout Change - Trap 1
Intent: Removing and combining similar abilities, which is the point of 7.0. Also, makes immunity to traps more powerful.

Suggested Changes: Remove Scout "Earth Bind". Give them "Trap" instead.


Assassin Changes

(DS) Buff Assassin - Add Sleep
Intent: Assassins lack offensive abilities fitting of a skirmisher or infiltrator in a combat scenario. Adding Sleep as an extraordinary ability alleviates some of this and allows them greater ability.

Suggested Change: Give Sleep at 4th level twice per game as an extraordinary ability.


Rules Process

(IM) Limitation on Rules Revision
Issue: As anyone who has sat through a rules change meeting knows, they can last forever simply because of the number of issues raised. Our rules set functions pretty well currently and there are very few absolutely necessary changes. Change for change’s sake should be avoided and discouraged.

Intent: To limit the number of changes proposed and voted upon. Giving each Kingdom 10 changes provides for the possibility of well over 100 changes every two years. Forcing Kingdoms to prioritize changes will lead to better stability and limit changes to those most necessary. If a single Kingdom has more that 10 changes that are urgent, they can easily ask another kingdom to sponsor a provision for them.

Suggested Change (vote on each one subsequently): Add the following to section 2) of the Rules Revision Process:

Option 1: “Each Kingdom may submit no more that 10 proposed changes each year that changes are being voted upon. Changes with multiple options to address a single issue are considered a single change.”

THEN

Option 2: “Each Kingdom may submit no more that 5 proposed changes each year that changes are being voted upon. Changes with multiple options to address a single issue, are considered a single change.”

THEN

Option 3: “Each Kingdom may submit no more that 3 proposed changes each year that changes are being voted upon. Changes with multiple options to address a single issue, are considered a single change.”


Technical Fixes

A Message From Your Glorious Leader: The items in this section consist of technical corrections and bug-fixes. They will not affect play and are basically the equivalent of correcting spelling and punctuation (sometimes literally). Anything that actually affects play has been pulled on into a separate item for discussion and review. I encourage you to just blanket 'vote yes' on these items.

Change Combat Note 3.
From:
3. Shots that only strike garb or equipment do not count as a hit unless said items blocked a blow that would have struck a combatant (i.e. garb, equipment, sheathed weapons, etc. are not shields and do not count as armor).

To:
3. Shots that only strike garb or equipment that is worn or not properly wielded (as appropriate) do not count as a hit unless said items blocked a blow that would have struck a combatant (i.e. garb, equipment, sheathed weapons, etc. are not shields and do not count as armor).


Change the 'Strike-legal' definition under weapon terminology.
From:
Stab-only weapons are still required to have six inches of Strike-legal surface on any stabbing end for safety.

To:
Stab-only non-projectile weapons are required to have six inches of Strike-legal surface on any stabbing end for safety.


Remove 'Strips' and the description thereof from Equipment and put it in its own appropriate section.


Add the following note under siege weapons:
A siege weapon counts as a person for the purpose of providing it with an enchantment.


Remove "Double Mail" under the line of armors that have a base thickness of 18-gauge, and provide 5 points.
Add an additional line that reads:
double mail...........1.58mm (16-gauge)......5


Remove "Antidote to Poison" from both Scout and Assassin.
Replace it with "Cure Ailments" at the same levels.


Remove Iceball. Replace it with Entangle, at the same cost.
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