Rule Updates VIA Clan

Akyo's picture

Now granted i wasnt there but this has been getting posted all over tonight so i figured i would post it here... my question is: why do they KEEP pumping up wizards and druids... I really just dont get it.

Akyo

Terminology changes

These changes should not have any effect on game play.

1. PASSED(RW) Remove "line of sight" from the glossary and make it a Rule of magic under verbal magic. Do not mention it as "line of sight" so it isn't confused with the range increment for certain mass spells.

2. PASSED (RW) Change rule of magic #2 to read: When casting verbal magic that targets a person or their worn equipment directly, the caster must announce the targets name immediately before the incantation (class and a unique descriptor will suffice if name is unknown). When casting verbal magic that targets wielded or non-wielded equipment(such as weapons, shields, etc..), before the incantation the caster must announce the equipment owner's name, the type of equipment, and, if wielded, which hand it is in.(Example: Brennon's right hand short sword, by the fires of the blah blah blah....)

a. Requires the specification of a target piece of equipment before the completion of things like "Heat Weapon". Currently I cast "Heat Weapon" and then tell you which weapon I'm affecting when I finish if there is any ambiguity. Suggested implementation: "When casting verbal magic with a single target, the caster must announce the targets name immediately before the incantation (class and a unique descriptor will suffice if name is unknown). When the target is a piece of equipment, the equipment must be specifically identified as well (Example: 'right hand weapon', 'left leg armor', 'sword on right hip', etc)."

3. PASSED (RW) Make Weapons, shields, armor, as well as sashes and ribbons a subsection under equipment. Currently the only things listed as "equipment" are sashes and ribbons.

4. PASSED (RW) Stoneskin/invulnera bility armor

Make verbal spells be able to effect players with missing sections of stoneskin. Currently, versus verbal magic alone, one point of stone is in effect 5 protects.

a. Suggested implementation: "b Magic casters must specify which hit location (torso, right/left arm/leg) of the victim they are targeting with Verbal magic. If the hit location is protected by invulnerability one point is destroyed; otherwise the victim is affected as per normal. If the caster fails to specify the hit location, or in the cases of spells of mass destruction like Doomsday, it is at the location of the target's choice. "

5. PASSED with addition that this list is not exclusive. (RW) Add legend to the list of things that invulnerability stops.

6. FAILED(CK) Add to the Glossary: "Bounce: When a projectile or spell ball first strikes the ground, and continues to travel." and "Deflection: When a projectile or spell ball strikes a non-affected surface, and is turned into a legal striking surface." - See Rules of Combat #7 and #11. Bounce and Deflection are clearly two separate entities and should be defined as such.

a. I'm not entirely sure what the goal of this is. Possibly it defines bounces as striking the ground only?

7. FAILED(CK) Add to game etiquette: "You may not use any other player's equipment without prior permission, including ammunition."

a. Unnecessary. Already covered in the rules.

8. PASSED (EH) Change all instance of "spell ball" to "magic ball" for consistency. (Listed as magic balls in the clarifications, but in some spells, such as entangle, still referenced as a spell ball)

9. PASSED (EH) Remove all references to a spell book or spell scroll that do not refer to the actual spell list for a caster (i.e. as noted in the heal spell and hold person spell)

10. PASSED (EH) Under Warskill change the wording from spell points to magic points for consistency

11. PASSED With a note that this item was bundled with assassin masks and bard instruments.(EH) Remove a bow as a garb requirement for archers.

12. CHANGED/PASSED COM voted to add a link to an external construction website. (EH) Add a description in the arrow construction section (p. 10) to include a description of how to make arrows with a screw in shaft design.

a. Reason: The only current description is on how to make an arrow is accompanied by pictures showing how to tape on a penny (or similar sized object) to the head of the arrow shaft and a large number of bow users use the screw in method. It would be beneficial for new players to see this when reading up on how to make arrows.

b. The rulebook isn't the best place for that sort of thing. The rulebook explains the very basic techniques used in construction. Local parks, forums, and other resources should take the initiative in teaching advanced construction techniques.

13. PASSED (EH) Add an index to the rulebook.

14. PASSED (B) Revise the section "Fighting Classes and Abilities" to have the following text (or similar):

a. "This section contains a list of archetypal medieval and fantasy character types. The names of the classes are taken from a European centric viewpoint, but do not let that restrict your interpretation of how to use them; you can easily play the Barbarian class as a Samurai or the Healer as a Necromancer. Your character is defined through your actions and behavior, not the name of the class that gives you your abilities. The classes exist in a strict form to maintain game balance on the field. It is up to you to give them life, substance, and personality. "

15. PASSED (CG) Change the Table of Contents to show a sectional/hierarcha l format. Will show that more than just strips fall under equipment. See below: (CG)

Forward

Getting Started

Introduction

Persona Guidelines

Combat, Weapons, and Equipment

Combat rules

Equipment

Ribbons and Strips

Weapons

Weapon Types

Weapon Effects

Archery

Siege Weapons

Shields

Equipment Construction

Shield Construction

Sword Construction Tutorial

Arrow Construction

Projectiles

Armor

Armor Construction

Armor Definitions

Armor Modifier

Battle Games

Game Etiquette

Battlegame restrictions

Garb

Fighting Classes and Abilities

Standard Classes

Anti-Paladin

Archer

Assassin

Barbarian

Bard

Druid

Healer

Monk

Monster

Paladin

Peasant

Raider

Scout

Warrior

Wizard

Abilities and Traits defined

Amtgard Magic

The Rules of Magic

Magic Clarifications

Magic Relics

The Schools of Magic

Magic Listing Key

Magic per Class and Level

Bard Magic

Druid Magic

Healer Magic

Wizard Magic

Magic Descriptions

Glossery

Rules Revision

Awards Standarization

Credits

Balance changes

These changes have an effect on game balance.

Assassins

1. FAILED(CG) Replace 'Teleport' with 'Sneak'

a. I: "Sneak" x5 to activate, chant "Sneak" every 5 seconds to continue, must repeat "Now you see me" x2 to deactivate

E: As per Monk Sanctuary, except Sneaking players may hold Natural weapons in hands. May not deactivate ability within 10 feet of opposing team players

b. Better than the CK version which is bound to cause fist-fights on the field, but there is no reason to get rid of teleport.

2. FAILED (WL) Assassin gains Death Trap as option at 6th level as a 1 per game ability.

a. I: Repeat x3 "May my devious trap slay thee"

R: 20ft.

E: Target dies.

N: May be used will moving.

This has been play tested in two parks and has worked out fairly well. We did not find it overbalancing, and in fact gave assassins some well needed bite to go with their bark.

b. A moving death spell would be completely unbalanced in competent hands.

3. FAILED (CK) Sneak – Replaces all instances of Teleport for Assassin

a. M: Mask worn on Face.

I: Assassin must state "Sneaking" and every five seconds afterwards.

E: Player is considered Out of Game and may not be affected until player returns to game. Player returns to game if he/she affects another player or does not state "Sneaking" for five seconds.

L: May not be followed (Exceptions Tracking)

b. This is a textbook example of a bad ability. This will cause arguments and play interruptions. It is, in fact, unplayable.

4. FAILED (EH) Remove all instances of Touch of Death (not just Assassin) and replace with "Penetrating Blow"

a. M: Black cloth tied to weapon

I: "Penetrating Blow" x 20, tie cloth on weapon.

E: The next strike successfully dealt by the affected weapon will ignore normal armor.

N: This does not damage the armor.

5. PASSED(RW) Give all abilities instead of making them choose. At 6th level give the per life option for two abilities.

a. This is ought to be fine. It brings it in line with other classes in terms of power.

6. FAILED ???

Barbarians

ENTRIRE SECTION TURNED DOWN TO SOLICIT A REWITE OF BARBARIAN

1. FAILED (RW) Increase starting lives to 4

2. FAILED (RW) Cap total lives at 4

a. I recommend capping at 5 rather than 4

3. FAILED (BS) Make Berserk per-game

4. FAILED (RW) Specify that you can only retreat when facing a magic casting class (bard druid healer wizard) or if there are 5 enemies within 20 feet while Berserk.

Druid

1. CHANGED/PASSED (EH) Give Vivify to Druids at 6th level for 2 points, max 1.

2. PASSED (RW) start with 4 lives at first level

3. PASSED (RW) Define immunity to fey magic as harmful fey magic

Monk

1. FAILED (RW) 6th level ability superior missile block (spell balls)

2. FAILED (RW) new ability: Transfer wound 2/life: Monk touches injured player and states incant. Target is instantly healed of wound and monk is wounded in the same location that the target was. Non magical. Cannot be used if monk is already wounded.

a. Not unbalancing, but doesn't seem terribly useful.

3. PASSED (EH) Monk: Add +1 life (total 5) at 4th level

a. Reason: Monks are a bit underpowered and do not wear armor or have special weapon abilities.

b. This doesn't seem unreasonable.

Paladin

1. FAILED Paladin: Rally (ex)

Paladin, 2nd level:

I: "Rally to me, brave men"

R: All of Nirvana

E: Player may negate the remaining death count of one other player in Nirvana.

L: Paladin must be at the edge of Nirvana to use. Targets(s) must be in Nirvana and must come alive at base immediately. Does not give an extra life to players. May not be used to negate a player's own death count.

Paladin, 3rd Level:

Rally allows player to take out up to 2 other players out of Nirvana.

Paladin, 4th Level:

Rally allows player to take out up to 3 other players out of Nirvana.

Paladin, 5th Level:

Rally allows player to take out up to 4 other players out of Nirvana.

Paladin, 6th Level

Rally allows player to take out up to 5 other players out of Nirvana.

N: Will negate the effects of Route if used within 20 feet of the Anti Paladin whom used the Route Ability. ( ok this part can be tossed out if Route doesn't pass)

a. The concept isn't bad, but the application is too powerful. I would recommend limiting it to a single dead player in nirvana, and giving it per game use at levels 2, 4, and 6. That said, I don't think it's really necessary. Paladins are pretty balanced.

Anti-Paladin

1. PASSED (EH) Anti-Paladin: At 6th level change Innate Ability from :

Choose one before game starts:

a. Fear (2/game)

b. Reanimate (1/game)

To choose two of the following (an ability may be chosen more than 1 time):

a. Fear (1/game)

b. Reanimate (1/game)

a. Reason: This gives the AP a bit more flexibility in choosing abilities at 6th level and with reanimate being only for a 200 count it is not as powerful as reanimate from 6th edition.

b. Doesn't seem like an unbalancing issue

2. FAILED (WL) Add to Anti Paladin

Route (ex) 2nd

I: 2X "Run and live in fear your death will soon be here"

R: 20 feet

E: A number of players on the opposing team (equal to the level of the Anti-Paladin) must go back to their base or Nirvana (whichever is farthest away) before they can do anything else. The person is out of game until he reaches his destination.

L: Immunity to Control or Subdual stops this.

a. This can be amazingly overpowered as it functions basically like a mass version of Lost. I would recommend giving them Lost twice per game or something instead. Also, I really don't think Anti-Paladins need it.

Raider

1. PASSED (RW) Remove the Raider class from the rulebook

Warrior

1. FAILED (GV) Improve Weapon:

Perceived Issue: Javelins are regarded with little respect in Amtgard as their limitations (must strike tip first, only do one point of damage, size) outweigh the advantages for the three classes who are restricted to Javelins as their only Ranged Weapon option (Anti-Paladin, Paladin, and Warrior). It is the belief of Golden vale that Anti-Paladins and Paladins have additional benefits, such as Immunities, to make getting in range of another player easier than a Warrior does.

Recommended Change: Allow the ability "Improve Weapon" to allow the improving of Javelins to deal two points of damage on a successful hit. This will make Javelins significantly more useful in the hands of a Warrior, and provides a solid reason to carry at least one. Like all other applications of Warrior Improve, this would not make the Javelin a Red Class weapon.

a. I've seen javelins used to great effect pretty commonly. It may be a regional thing. Regardless, right now all throwing weapons do 1 point of damage (with the exception of two-handed rocks, which we never see). I don't think the benefit to Warriors is worth the complication of adding another damage category to throwing weapons. Also, javelins can benefit from improve weapon for slashing.

2. FAILED (RW) Allow Repair item to mend all points of armor at a chosen location.

a. We don't want to add another type of 'Mend' ability. I would recommend just adding more uses of their current ability; however I do not think Warriors need any more power.

Magic

1. (BS) Replace Cure Poison, Cure Disease, and Protection from Disease with the following:

a. PASSED Cure Ailment (S, Spirit) Druid and Healer 1st level

I: "I Sooth thy Ailments" *5

R: Touch

E: Removes any ongoing Poison or Disease effect on the target.

b. PASSED Protection from Ailments (E, Sorcery) Druid 3rd level, Healer 2nd level

M: Strip

E: Prevents all Poison and Disease effects on the bearer.

2. (B) Correct the issues relating to removing the monster section from the rulebook

a. PASSED Remove Lich from the rulebook

b. PASSED Remove Transform from the rulebook

c. PASSED Remove Reincarnate from the rulebook

i. FAILED Replace Reincarnate with Resurrect on the Druid list for a cost of 1 and with a max of 2 per game.

3. FAILED (BS) Summon Dead range change

a. Reason: This spells calls a dead player from out of play (where range is irrelevant) back to the field for some other purpose (usually a resurrect). Because it is a limited use spell, and targets someone who is not even in play (Nirvana could be 200 feet away!) how can range even be considered?

Suggested Change: The Range of Summon Dead should be made Unlimited

b. This may be the stupidest piece of equivocating bullshit I've ever read. Nirvana has a location. Dead people on the field have a location.

4. FAILED (BS) Remove Vivify from Wizard

a. Reason: wizard is already thought of as the most powerful class in the game, it does not need to have more lives than any of the other casting classes, and all but 3 of the fighting classes.

5. FAILED (CG) Clarify that Protection from Magic does not prevent you from being affected by a projectile bearing an enchantment unless otherwise specified.

a. N: Does not protect the wearer from the effects of weapons or ammunition bearing Bladesharp/Bludgeon or Magic Projectile.

6. (DS) Honor Duel as an offensive spell

a. When Honor Duel was changed from an enchantment it no longer needed willing subjects. The unlimited nature of the spell and that it bypasses invulnerability opens it up for abuse.

b. Proposed changes

i. FAILED Keep Honor Duel as an offensive spell and remove the unlimited uses from it and add it to an effect stopped by invulnerability.

1. Only allow willing participants: "Both contestants must be willing or the magic has no effect."

ii. PASSED To keep as an offensive spell

1. Honor Duel becomes a Cost/Max of "1/4"

2. Honor Duel is added to invulnerability list.

7. FAILED (WL) Spell ball limits do not help the game; it promotes one team squashing another simply because the advancing side gets to reload indefinitely while the retreating side is disarmed. If players don't wish to bring more equipment, so be it, but limits should not be required. It has resulted in unnecessarily awkward questions about what constitutes "carrying for a magic user" vs. returning them, buckets of extra spell balls are allowed, how is a player supposed to keep a running count spell balls while collecting and using them. Honestly, this limit rarely seems to come up anyways.

a. Solution: Get rid of the 12-spellball limit.

b. This restriction limits the firepower available to wizards. Contrary to the argument presented, I have seen it work. I have empirically witnessed a reduction of spell ball abuse across the game, especially at large events.

8. FAILED (WL) Change Magical Projectile

a. May be simulcast up to 4 times, which may be divided up amongst multiple projectiles owned by the target.

b. L: If simulcast on multiple projectiles, all of the projectiles must carry the same number of augmentation points. For example, a player may carry four +1 projectiles, two +2 projectiles, or one +1 projectiles, but not one +1 and one +3.

9. FAILED (WL) New Healer Spell "Renewal"

b. (S, Spirit)

C: Healer 6

M: Wounded/poisoned player

I: State once:

"Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing descend on thee.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing stop thy spilling blood

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing mend thy bones.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing close thy wounds.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing restore thy vigor.

Sword Cut, spear stab, mace smash, arrow jab,

The white light of healing hath renewed thee."

R: Touch

E: The wounded/poisoned player is healed/cured, in addition all armor worn at the begging of the targets life is mended as well as any destroyed/broken weapons carried.

N: May be cast on self.

c. This spell would be per game and cost 2 points.

d. This is overpowered as it is currently written. It should either be 'mass mend' or 'cure everything'. It should not be both.

10. PASSED (EH) Change the Stun spell from Cost 1/4 1/game to Cost 2/2 1/life

a. Reason: This reduces per life usage (from 4 to 2), but doubles per game usage (from 4 to 8). With the incantation being doubled in size (from 15 to 30 syllables) at 20' it is much more difficult to use this spell.

11. FAILED (EH) Give Healers Defend (magic ability as per the wizard spell)as an innate ability at 6th level 1/game.

a. Reason: Healers are a defensive class and currently have less defensive magics than their wizard counterparts who also have unlimited death magics (via fireballs and SOA).

b. First, healers are not defensive. Druids are defensive. Healers heal people. They are a refresher class. Further, Healers (along with druids and bards) get shields, which wizards do not. Giving them Defend would be an unneeded power boost.

12. FAILED (EH) Remove teleport from healer spell list.

a. Reason: It does not fit in with the "flavor" of the class.

b. Teleport is a utility spell. All magic classes get access to it. It isn't a balance problem.

13. PASSED (EH) New 6th level healer spell: Hallowed Ground

a. FE Spirit cost 1 max 2, 1/game

b. C: Healer 6

c. M: 10 ft. cloth

d. I: Lay cloth in circle, repeat x2 "No weapon may be lifted here, soothe your wounds, allay your fear. For all who enter, peace is found; none may fight on Hallowed Ground."

e. E: Any person entering the circle may not fight or take any action against a member of the opposing team. May not be attacked by anyone within twenty feet of the circle. After standing in the circle for a 20 count one wound on the player is healed. Will not heal natural armor or mend items. Useable by any player (i.e. not limited to the healer's team).

f. Will require a reeve specifically designated to it to adjudicate. Will cause on-field arguments. Can be used to prevent fighting in critical areas.

14. PASSED TO LOWER TO 5TH (EH) Change Protection from Magic form a 6th level healer spell to 5th (or 4th) level

a. Seems reasonable.

15. PASSED (EH) Change Defend from "E: Caster is granted one protect and one of the following:" to "E: Caster is granted one of the following:.. . "

a. Reason: Wizard is already overpowered in comparison to its casting counterparts. They have the lowest weapon cost and the most versatility in the game. The ability to self enchant and still cast is strong even without an additional protect

16. FAILED (EH) Reduce Sphere of Annihilation from 2 pts to 1 pt

a. Reason: You may only carry 1 of the spell balls at any time so while it is an effective spell, once used there is often a long delay before you may use it again.

17. PASSED (EH) Move Feeblemind from 6th Druid magic to 5th level

a. Reason: Both Finger of Death and Feeblemind are 6th level druid spells that cost 2 pts and are per game in use. FOD will kill the opponent and Feeblemind simply prevents them from using any class abilities (not already activated).

18. FAILED (EH) Change Finger of Death from: Cost 2 max 2 to be Cost 1 max 2

a. Reason: Previously only Monks were immune to FOD, now Paladins are as well and with their ability to extend these immunities reduce the effectiveness of the spell.

b. Would increase Bard power, which is unneeded. It would also increase the amount of verbal magic on the field by freeing up more points for other spells. Further, Paladin extend immunities is nowhere near as powerful as it was in 6.0.

19. FAILED (EH) Give Druids the Lightning Bolt Spell at 5th level.

a. Reason: Druids have limited offensive magic and the only reusable offensive spell is acid bolt. In addition they do not have dispel magic, making them ineffective against players carrying the protection from magic enchantment. As their spells are based in nature this spell seems to fit the flavor of the class (they already get Call Lightning at 4th level, but it is per game).

b. This would reduce the usefulness of armor significantly. Further, it would actually make druid as offensively powerful as wizard, while still retaining healing magic and the ability to use bows and shields. This would be unbalancing.

20. FAILED (GV) Commune

a. Issue: Commune seems to be unbalancing in the fact that a player can sit in Commune and eliminate multiple melee focused player classes with little to no danger. This is largely due to the fact that Druids/Bard w/ Voice can hold a Shield while under the affects of Commune and can continue to cast short spells which do not harm another player.

b. Change: To limit the player under the effects of Commune via disallowing Shields to be held and changing the Cost / Max of Commune from 2 / Unlimited to 1/life / 2

c. Commune seems to be balanced and functioning as intended. This is the same as it was in 6.0.

21. FAILED (GV) Perceived Issue: Bards are among the weaker classes as they come up through the levels. A suggestion put forth was to give them this new spell to make them a bit more useful during the early levels, and fill a niche of Enchantment Removal.

a. Requiem (E, Sorcery)

b. C: Bard 4

c. M: Enchantment cloth

d. I: Repeat x10 "Requiem", Tie cloth on self

e. E: When the caster is killed, all enchantments are removed from the player that landed the killing blow. Requiem is triggered from lingering effects such as Poison or Disease, as well as mass effects such as Doomsday or Killing Grounds. Casting magic does not cause this enchantment to dissipate.

f. L: If the caster willingly takes a death for any reason then Requiem is not triggered (such as taking a death after being petrified). This effect counts as one hit against Invulnerability. May only be cast on self.

g. Cost: 1

h. Frequency: 1/game

i. Max: 4

j. This would be hard to adjudicate in the heat of combat and will lead to on-field arguments and play disruption. Further, there are balance reasons for Bards not being able to remove enchantments.

22. CHANGED/PASSED to lower voice to 1-4th only (GV) Bard Magic - Voice

a. Perceived Issue: Bards at 6th level are able to take 5 points of any level magic from the Druid Magic List. The resulting issue is two-fold; first, Bards begin to rely on Druid Magic over their own, and due to that, the class loses its flavor. Secondly, it removes any uniqueness from the Druid class. Druids are the only class in the game where EVERY magic they get can be duplicated by another class, this serves to diminish the value of the Druid class in general.

b. Recommended Change: Restrict Voice to Druid Magic Level 1-3; Bards will still get some assistance to balance them out, and at the same time, Druids have spells now unique to them. It is the opinion of Golden vale that this will not only strengthen the game, but better define the roles of these two classes.

c. Weakens Bards without weakening Druids. Bards are probably a bit overpowered currently anyway, so this is probably warranted.

23. FAILED (EH) Change the description of Voice from L: May not be used to purchase neutral magic… to L: May not be used to purchase neutral Magic or Magic Balls.

a. Reason: Bard is a very versatile class and voice adds a lot to their power, but it also ties them into Druid and makes adding some spells or adjusting some spells to balance the druid class impossible to do since those adjustments will also add to the bard class.

b. Would weaken Bard by putting Petrify and Entangle off-limits. This is in keeping with the role of that class.

24. FAILED (CK) Players killed by Sphere of Annihilation should be affected by sever spirit.

a. I've play tested this and it is overpowered.

25. FAILED (CK) Change C under "11. Magical Balls" to "C Magical balls may not be simul-cast"

a. Would prevent 'cluster bombing' of magical balls. Would greatly increase the power of invulnerability and decrease the offensive capability of healers, druids, and wizards. It would make it impossible to kill entangled/iceballed people with fireballs. This is probably unnecessary.

26. a. PASSED Change Bard spell "Dance" from Cost 2 Max 2 /game to:
Cost 1 Max 2 /game.
b. FAILED Change "Dance from Cost 2, max 2, /game to:
Cost 2, max 2, /life
c. FAILED Move it to 5th level and keep as written

27. FAILED (RW) Remove ROM #7 and remove the spell ambidexterity from all spell lists

Armor

1. FAILED (BS) On pages 11 and 12, either change the entry for "Full padded gambeson or arming coat," to apply to all metal armors (not just chain), or remove it entirely.

a. Reason: gambesons were worn with, and benefited, all types of armor, not just chain. This would make it even across the board, rather than favoring just chain.

b. I'm in favor of removing it entirely. It helps differentiate between chain values and plate values.

2. FAILED (CK) Change "Armor is rated as the material that it most resembles, thus plastic and other non-metallic armors can never be disguised nor passed off as plate or chain mail." to "Armor is rated as the material that it most resembles." (CK)

a. Would allow plastic armor to count as plate and chain. This would have an amazingly detrimental effect on quality in our game, punish people who make quality armor, and give a huge game play advantage to the people wearing 6pt plastic plate armor. Since real, quality armor is on the rise in Amtgard anyway, I seen no reason to lower our standards in this way.

3. FAILED (CK) Change "Plates are made of at least 16-gauge steel and must be attached to each other or a backing in such a way that all four edges or corners are held into continuous rigid contact with each other or the backing. Plates may alternately be made of 3/16" hardened leather and receive a –1 to the total armor value." to "Plates are made of at least 16-gauge steel and must be attached to each other or a backing in such a way that all four edges or corners are held into continuous rigid contact with each other or the backing. Plates may alternately be made of 3/16" hardened leather or plastic and receive a –1 to the total armor value."

4. PASSED (WL)Change the minimum for metal armor from 16 to 18 gauge, also change gauge to gain a bonus +1 for extra gauge to be 15 gauge
Equipment

1. PASSED (IM) Change "Hand shots count as a hit to the arm unless you are holding a melee weapon in that hand..." to "Hand shots count as a hit to the arm unless you are holding a melee weapon or shield in that hand..."

a. Rationale—Eliminates confusion and simplifies shot calling.

2. FAILED (IM) Remove #7 under Shields.

a. Rationale—There is no logical distinction between allowing a 3 foot wide round shield and not allowing a 3 foot wide heater or square shield as long as they meet the other listed criteria.

b. Discouraging wide shields is the best thing we can do to prevent equipment dependant skill stagnation. If you look at games like Belegarth and Dagorhir you can see clearly that having shields like this leads towards equipment dependence, especially in newer or isolated groups. We would be doing a massive disservice to new players to by removing this restriction. This is the fighting equivalent of 'eat your vegetables'.

3. FAILED (DS) Encouraging use of axes and hammers

Reason for change: There is no reason for people to make axes and hammers as their added weight makes them nearly useless against smaller and faster weapons.

Proposed changes: Allow some hammers and axes to qualify as "Great Weapons".

a. Issues that will arise with this implementation: More shields may be broken. People may actually use axes and hammers.

b. If a weapon is 5' or more in length, has a minimum of three feet of contiguous striking surface (staves must have at least two feet at each end), and a minimum width of four inches (flat blades require a four inch cross section) over the entire striking surface, then it is considered Great. Hammers and axes over 4' long are considered Great. Great weapons become Red when wielded two-handed in a slashing or bludgeoning manner, but never when used to stab or pierce.

c. Hammers, axes, etc are not appreciably heavier than any other weapon when built properly. There is no reason to give them special status, as that will only result in people making low-quality hammer heads on swords in order to get a game-play advantage. There is no reason for affirmative action on any type of weapon. We see flails less often than axes; why not make flails great? We should not be legislating based on personal preference for what weapon types we want to see.

4. FAILED (GV) Red Weapons breaking shields:

Perceived Issue: As combat has evolved in Amtgard, weapons have become lighter, allowing a much faster potential hit rate. This is detrimental to the concept of how a red weapon would break a shield as the hit should be solid and purposeful. Too often the wielder of a red weapon will "drum roll" a shield man by hitting his shield 5 times in rapid succession to kill him (3 to destroy the shield, 1 to take the arm, 1 to kill him).

Recommended Change: Force players to state "Red" loudly with each hit from a red weapon. This will slow shots down to an acceptable rate without hindering combat. It also serves as notification to a board man that their weapon does indeed have the ability to destroy shields. Finally, with the revisions to the Monster Ability "Tough" it creates smoother combat as the "Tough" Monster will now know you can affect him.

a. A great weapon built to specifications should be fairly difficult to 'drum roll' with. I've never personally had a balance issue with this. I do not think requiring yelling 'red' is a good solution, even if this is a balance issue. It's going to lead to arguments and rules lawyering.

5. FAILED Suggested Change to Great Weapons:

a. Replace the section with:

i. "If a weapon is meets all normal requirements of its category as well as the additional requirements listed below, then it is considered Great and becomes Red when wielded two handed and Swung (and not when used to Thrust).

ii. a) A Polearm is considered Great if it has a 3 foot contiguous striking surface with a minimum diameter of 4 inches (flat blades require a four inch cross section)

iii. b) A Reach weapon or Polearm is considered Great if it has an 18 inch contiguous striking surface with a minimum diameter of 12 inches (flat blades require a 18 inch cross section)

iv. c) A Staff is considered great if both ends have a two foot contiguous striking surface with a minimum diameter of 4 inches (flat blades require a four inch cross section)"

b. Again, I'm opposed to giving special benefits to certain classes of weapons based purely on personal preferences. Weapons should be allowed to gravitate towards what is effective and versatile. To do otherwise is to invite power gaming and restrict our fighting growth as an organization.

Technical changes

Changes to underlying game mechanics.

1. SKIPPED as these spells are no longer in the rulebook (BS) New wording for Summoning Magic : Changes to reference the DuA rather than the rulebook

Lich (N, Neutral):

C: Wizard 5

M: 10 ft. strip of yellow cloth. Monster handout (Lich)

E: After having died his last natural death, the caster returns as a Lich, following the rules for Summoned Monsters outlined in the Dor Un Avathar, including requisite permissions.

N: See the Dor Un Avathar for details of the Lich

Reincarnate (E, Spirit):

C: Druid 6

M: Dead person, enchantment strip, appropriate garb, monster handout

I: Tie strip to person, Repeat x3 "I call thy spirit back from the realm of death, inherit this new form and serve me until thy destruction."

E: Player plays a Monster for one life, following the rules for Summoned Monsters outlined in the Dor Un Avathar, including requisite permissions. Restricted to the monsters that list Reincarnate in their Player Conversion entries.

Transform (E, Sorcery):

C: Wizard 6

M: Enchantment Strip, Appropriate monster garb, and monster handout

I: As player dresses in monster garb, caster constantly repeats "I transform thee into a (Monster being transformed into)." And ties strip to person.

E: Player plays a monster for one life, following the rules for Summoned Monsters in the Dor Un Avathar, including requisite permissions. Restricted to the monsters that list Transform in their Player Conversion entries.

2. FAILED (BS) Add Common Play variants

a. Dragging: A player may move a wounded or dead person at a walking speed by placing a free hand on the person's shoulder and chanting "dragging" or "moving". Moving a dead person in this way does not count as having moved after death

b. Hobbling: A player with a wounded leg may stand and move at a walking speed so long as he is chanting "hobbling" and remains at least 20 feet away from unfriendly players and melee combat

c. Planting: By stating "Planted", a player with a wounded leg may stand, but may not move the wounded leg.

i. This gives a combat advantage, and should not be allowed.

d. Speed Time or Advance Count: An option called by a Reeve to alleviate a temporarily stagnated situation, such as one team simply waiting for the other to finish counting their deaths. When called, the counts of all game effects and deaths are considered finished, players return to base, and "lay on" is called again to resume play. Usually any wounds remain in place (Reeve's call) and dead people on the field may opt to remain there.

i. The reeve can already do anything they want. This is unnecessary.

e. Half Count: A variant where the counts of all deaths and effects are reduced by half (death count is 150, for example). Useful for small lands or to speed up play. A similar variant is Quarter Count.

i. The reeve can already do anything they want. This is unnecessary.

f. No Count Deaths: death Count is reduced to zero – players may return to life as soon as they reach base to tag in. This option is often used in very fast paced games.

i. The reeve can already do anything they want. This is unnecessary.

g. Unlimited Lives: Players never run out of lives and are never shattered. Usually, this option is only used in games where victory is achieved in some way other than shattering the opposing team. Typically, Per Game abilities reset or return after a specified point (every three scores or every 10 minutes, for example)

i. The reeve can already do anything they want. This is unnecessary.

3. FAILED (BS) Change Powerful Blows to:

a. E: Your weapons are considered Powerful, which makes them more effective against certain kinds of monsters. See the Qualifiers section in the Dor Un Avathar for additional information.

N: If engaged with a monster, announce "Powerful" with each strike.

b. Currently, the Powerful qualifier in the Dor is defined as: "Although non-magical, weapons or effects with this Qualifier will affect creatures normally only affected by Magical Weapons or effects", which, as you see, is essentially the same as Powerful Blows works now. Potential revision suggestions for the Dor (to be submitted next year) are already being drafted based on recent suggestions for Tough and other monster traits that would in turn require an alteration of the definition of Powerful. Without the change above, or something similar, Powerful Blows will rapidly fall out of sync with these potential changes.

c. We should not reference rules in the Dor from the rulebook. It makes book keeping a mess. Furthermore, the rulebook always takes precedence over the Dor in the event of any conflict. The dor must work within the framework defined by the rules. It may not alter that framework.

4. FAILED (BS) Change wording of Rules of Magic #1 on page 28 to "Magic must be said loudly and clearly enough to be heard within 25 feet or by the recipient, whichever is further."

a. This is completely retarded. It makes me immune to magic if I'm outside of 25 feet.

5. CHANGED/PASSED(GV) Rule of Magic #1:

a. Perceived Issue: Currently, a number of hazardous spells (such as Finger of Death, Feeble mind, and Yield) can be cast on a player from up to 100 feet away via Extension. The rules currently governing magic state that you must only be heard within 50 feet or by the recipient, whichever is closer. This allows a spell to be cast upon you without any chance of you realizing what is going on and can complicate battle games "you were dead back there, all those people you killed are back alive".

b. Recommended Change: Change Rule of Magic #1 from "Magic must be said loudly and clearly enough to be heard within 50 feet or by the recipient, whichever is closer" to "Magic must be said loudly and clearly enough to be heard within 100 FEET, or the recipient, whichever is closer. If there is no specific recipient to the magic (such as mass effect spells), it must be said loudly and clearly enough to be heard within 50 ft.". This change would ensure that the target of a 50ft magic which is cast with Extension is aware of what is happening to them.

c. This is pretty reasonable

6. CHANGED/PASSED (BS) On page 23, remove the entire entry for "Antidote to poison." Replace with CURE AILMENT (SEE ABOVE)

7. FAILED (BS) Eliminate the requirement for Level Tests

a. Reason: This rule is the rarely enforced, and when it is, it is only half heartedly so. Fighting classes especially are simple enough to not require these, since players gain only a few abilities at a time. Most players are motivated enough to learn their new powers as soon as they are gained because they want to use them, so why legislate this with a test?

b. Why require credits, either? Or reeve tests?

8. FAILED (BS) On page 18, under the garb requirement for the bard class, change the following from "light blue sash," to "blue sash."

a. Reason: no reason to restrict it to being light, as long as the sash is obviously blue. (BS)

b. This is a bad idea. The difference between certain shades of blue and purple is extremely difficult to distinguish from a distance or in poor lighting. Given that bards and warriors can both be wearing armor and using shields and the problem compounds itself. Requiring 'light blue' ensures that there will be an obvious and visible difference between bards and warriors.

9. PASSED(BS) On page 17, remove the following from the garb requirement for the Assassin class: "plus must wear a mask or concealing face paint. Mask may be worn around neck."

a. Reason: this will allow people the freedom to role play the assassin class however they want, including personas that would not wear masks. It allows other classes to wear masks, without appearing to cheat by wearing the garb of multiple classes. Also, some cities have local laws banning the wearing of masks in public.

10. FAILED (CG) Add to Earth bind and Trap To align with Protections and Immunities

School: Subdual

11. FAILED (CG) Add to Relic general description: "Relic may only be used/wielded by the person who wins them in the relic quest".

a. This should really be a local issue

12. FAILED (CK) Under relics add: "You must declare what relics you are equipped with before the beginning of a battle game."

a. Seems unnecessary.

13. PASSED(DS) Heal vs. Natural Armor

The Heal spell appears to say that it automatically heals a point of natural armor every time it is cast to heal a wound instead of healing one wound OR natural armor point.

14. FAILED (DS) Sanctuary holding weapon clarification

a. Can Monks carry weapons in sanctuary as long as they are not in their hands?

i. Specify either "holding in hand" or "carrying on person" for the text to be clearer. This also would affect monks that have sheathed weapons or weapons tied to lanyards around their wrists while in Sanctuary.

15. PASSED (DS) Camouflage wording issue: Wrong incantation is given for Tracking in Camouflage "E:" text.

Proposed changes

a. Remove reference to incantation since it is already in the entry for tracking. Add range to the dispel Camouflage /Blend ability in the Tracking "E:" text.

Pg 24. "Any enemy with the Tracking ability within 20 feet can cancel the camouflage by stating "Tracking" and pointing out the player in question." To "The Tracking ability can be used to dispel Camouflage."

16. PASSED TO REMOVE ENTIRELY (DS) Raider Formatting Issue: Lettered list seems to confuse some people to thinking that it is a "choose one" section.

a. Pg 21. Replace "a.b.c." with bullet points or remove entirely.

17. FAILED (DS) Further Define Wound: Questions about what is a wound. Is a shot to the chest a wound? Fairly basic things that can be covered with the addition of a couple words.

a. "Arm - The first hit to the arm will result in the loss of use of that limb" to "Arm - The first hit to the arm will wound the arm and results in the loss of use of that limb."

b. "Leg - A hit to a leg results in the loss of the use of that leg" to "Leg - A hit to a leg wounds the leg and results in the loss of use of that leg."

c. Seems unnecessary. I'm opposed to unnecessary changes on principle.

18. PASSED, ALSO ADD INCANTATION TO STUN ARROW.(CK) Add to Penetration arrow: "I: Declare loudly "Penetration Arrow"

a. Brings it in line with the other abilities

19. FAILED (CK) Remove "18 In the case of confusion or contradictions, then the specific magic description should be the final source. Use your common sense when ironing out problems." and renumber as needed.

a. This is a horrible idea. It would lead to numerous irresolvable contradictions in the rules where specific descriptions make exceptions to the general rules. This is really, really bad.

20. FAILED (CK) Change polearm padding requirements from 1/3rd to 1/2 .

a. This seems excessive.

21. FAILED (DS) There is no depth of foam required for round blades as long as they are built up to 2.5" diameter. An extreme example is a 2" bamboo core for a weapon only having .25" of padding on the blade. Flat blade weapons current minimum dimensions are 3" wider than the core with 1.5" padding on each side. A typical kite spar core for a short sword brings the dimensions to 3.5".

a. Change to 1" minimum depth of foam on all striking surfaces.

22. FAILED (DS) The striking edges of flat blade weapons currently have no width requirement, allowing for very small contact areas on a hit.

a. Change to 1" minimum width of surface on all striking surfaces.

b. Seems unnecessary. I've never even heard of this being an issue. The thin edge just compresses on impact into the larger area behind it. Technically stress ball arrows have a single point of impact, but nobody thinks that causes a problem.

23. PASSED (DS) Break Javelins into separate section of projectiles since their use and construction is significantly different than other throwing weapons.

24. FAILED (DS) Remove 2.5" diameter rule for weapons and use the 2.25" ring as standard measurement for all weapons (round blade, flat blade, projectiles) . Change 2.25" ring test to state that weapon tips, blades, and protrusions may not extend more than 1" through the ring.

a. These two changes will result in q-tip weapons. The system we have is currently working and has minimized the prevalence of 'event weapons'. I would advise against changing it.

25. PASSED: (EH) Clarify whether someone can "land" during the flight spell, cast a non-verbal, and take off again.

26. FAILED (EH) Change the ranges of all spells currently listed as 20' to 25'.

a. Reason: In an attempt to streamline the rules and playability of magic, this reduces the various ranges of spells. Spells would be 25' (extendable to 50') or 50' (extendable to 100'). Touch spells extended would have a range of 25'.

b. Seems reasonable. Will have a slight boost in magical power. Will require the updating of all references in the rulebook to '20' feet to be '25' feet (like Sanctuary).

27. PASSED (GV) Shots hitting an illegal area and a legal area: Perceived Issue: Currently, there is no direction on how someone should take/call a shot which hits both an illegal area (like neck) and a legal area (like chest) at the same time.

a. Recommended Change: Any shot which strikes a player in an illegal area and a legal area at the same time should be considered an invalid shot which results in no penalties for the struck player. Golden vale believes any other alternative would result in sloppy combat habits and possible safety issues.

b. I'm pretty certain everybody interprets it this way now.

28. FAILED (EH) Change the wording on p. 2 under "Anyone may join Amtgard by:" in section 4 from: "Minors under the age of 14 may not participate in combat without special permission from the Monarch" to "Minors under the age of 14 may not participate in combat without special permission from the Monarch. Once approved by a Monarch that player remains approved till the player shows him/herself unworthy in conduct or application of the game rules for permission; at which time the Monarch at that time can remove permission till a later retesting, or the player turns 14 years of age."

a. Reason: Currently a monarch may grant permission to an underage player to participate in combat, but the next Monarch may then revoke that right from the same under age player even though they have already been fighting. This was voted on at an althing, but since this addition is a restriction of the current Monarch's power and thus changes part of the core rules, it is being submitted to the CoM.

b. This would prevent the current monarch from rescinding any previous monarch's decisions with regards to underage children on the field. It is worth noting the current monarch is most likely person to be held responsible if the underage children are injured.

29. PASSED (GV) Buckler Terminology

a. Perceived Issue: 'Buckler' is terminology used in the Rules of Play that currently only serves to confuse new players. The definition of 'Shield' present in the Rules of Play explains beyond the shadow of a doubt that shields can be strapped to your arm.

b. Recommended Change: Remove all references to Buckler in the Rulebook, as no class is restricted to only 'Bucklers', this will have no impact on the game itself.

c. This is a bit complicated, and could probably be stated better. Basically, the goal is to say that all shields need to have a hand 'wielding' them in order for them to be effective. A punch shield is held only in the hand. A 'strap' shield is held in a hand and strapped to the arm for support. The only shield which doesn't require a hand to be wielding them is small shields, which are also sometimes called Bucklers. I recommend redoing the entire shields section with regards to more clearly stating this intent, and removing the reference to bucklers in general.

30. PASSED (GV) AP Reanimate

a. Perceived Issue: Anti-Paladins can cast an Enchantment (Reanimate), but do not have an Enchantment Strip color dedicated to them. As such, currently an Anti-Paladin could use an Enchantment Strip of any color they desire; this could lead to significant confusion.

b. Recommended Change: Add to Materials Field for Reanimate "A yellow enchantment strip". This will force Anti-Paladins to use an accepted color strip to better identify players who are enchanted.

31. PASSED (RW) Make all protection from( school of magic) spells only protect from that school of magic, abilities from that school, and nothing else.

a. Good idea.

32. PASSED (RW) Remove bards needing a musical instrument from ROM 12

a. Not a big deal

33. PASSED (RW) Legend rewrite

a. Legend (S, Control)

C: Bard 2

I: State Legend, followed by a short poem of 20+ words, and end with Legended

R: 20 ft.

E: The caster and victim move to an out of the way place within 50 ft of the casting of the spell, where the caster will perform for him. To start his performance he states "I will now give a performance" x5 so that it can be heard at least 50ft away. During the performance, neither the caster nor target can be attacked by anyone within a 20 ft radius. The caster may defend himself, but at the cost of canceling the spell.

Once the performance has begun, the caster may attempt to ensnare people by targeting the player and stating, "Legended!" Anyone susceptible to control magic, within 20 feet of the bard will be ensnared. The caster may attempt to ensnare a maximum number of people equal to his level. Unsuccessful attempts to ensnare a victim still count towards this limit. Ensnared players must immediately go to the caster's side, after which they can do nothing.

L: The out of the way place cannot be within 50 ft of a base, within 20 feet of where direct combat is happening, or within 20ft of another legend. The Caster must remain within a 5 foot radius of where the performance began for the duration of the legend. If the caster moves outside the 5 foot radius, it ends the legend effect. Performance has a maximum length of a 300 count (started the moment the spell is finished being cast). If ended without the death of the target(s), the targets must tag their base before returning to the game. Players not ensnared by Legend may not attack, cast magic, or use class abilities on the bard or his victims if within 20 ft of the caster performance but may enter and leave the area at will.

N: The caster may attack victims of this spell, though the caster attacking anyone in a

Legend frees all other victims and the Legend spell is broken. The Caster Attacking Anyone not affected by the legend or casting any other magic, ends the legend and frees all victims (who must still tag base before returning to the game.) The caster and victim are considered removed from the game during their transit to the performance location. This is considered an ongoing spell effect and as such may be removed via

Dispel Magic (but not Release) targeted on the caster.

b. Changes the Legend spell to make clearer what 'out of the way' means and clean up some other terminology. The wording could use a little tweaking, but the concept is fine.

34. PASSED (RW) Anti-magic rewrite:

a. E: No magic (except neutral magic) will work within the circle, though enchantments will reappear when removed from the affected area.

b. No functional change from how it is commonly interpreted, with the exception of allowing 'Mimic' to work in the affected area.

35. (RW) Charm Re-write: The problem seems to be with charm is that cheesy players like to use it as a mini awe-fear. The 50 seconds before the charm expires gives the caster the ability to ignore the target completely or kill them without fear of retaliation.

a. FAILED Option 1: Gives the caster 50 seconds to give out the charm but allows the target to still attack him inside that time.(like in 6.0)

b. PASSED Option 2: The second option cuts down that period of protection from 50 to 10 seconds but makes it mutual.

c. Both of these are fine.

Archery

1. FAILED (CK) Add to the Archery section on page 8:

a. "Any bow may be used as a short bow and will do damage as allowed by the equipment allowed to the class being played."

b. Totally unnecessary.

2. FAILED (WL) Archery Package

a. Remove 5 ft bow minimum for Longbow. Retain difference between crossbows and pistol crossbows (pistols can never do more than 2 pt). Add "Longbow" ability to 1st Archer and 6th Scout.

b. Change Accuracy to an additional Penetration Arrow at 5th, additional AP arrow at 3rd

c. Still leaves us with multiple arrow values (2 and 4)

3. PASSED (IM) Archery Package

a. All bows do base 2 points of damage

b. Archer gets +2 arrow damage at level 1 and +1 damage at level 3 for a total of 5 point arrows.

c. Scouts get +2 arrow damage at level 6 for a total of 4pt arrows.

d. Still leaves us with multiple arrow values (2, 4, 5)

4. FAILED (DS) Archery Package

a. All bows do 2 points of damage.

b. Grant the Archer Accuracy at levels 1, 2, and 3, noting the amount of damage increase, so that the levels read (in addition to other gained abilities): "1st: Accuracy 1 (T), 2nd: Accuracy 2 (T), 3rd: Accuracy 3 (T)"

c. b. Grant the Scout "Accuracy 2 (T)" instead of "May now use a longbow instead of a short bow (T)" at 6th level.

d. Arrow damage must be marked on the bow with one ribbon per point of extra damage

e. Still leaves us with multiple arrow values (2, 3, 4, 5)

5. FAILED (B) Archery Package

a. All bows do three points of damage

b. Remove Accuracy from rulebook.

c. Give Archers an extra Armor-Piercing arrow at level 3.

d. Give Archers an extra Penetration arrow at level 5.

e. Give Scouts Armor-Piercing arrow at level 6.

i. I put this in for completeness, but I don't actually think it is needed. I think scouts already have a massive advantage over archers, and being less useful with a bow will help make Archer a more unique class and will not harm the overall efficacy of Scouts.

f. This leaves a single arrow value (3), and an easy-to-identify color system for special arrows. This will simplify play greatly since it will no longer be necessary to identify who shot the arrow, what class they are playing, what level they are, and how long their bow is before determining the arrow damage. Arrows are either "3", "blue", or "black". This has the practical effect of slightly weakening 2pt armor, and slightly strengthening 4pt armor. It has no effect on 1pt armor, and no net effect on 6+ armor.

Shield Tossing

1. FAILED. FURTHER VOTED TO INCLUDE IN THE RULEBOOK: SHIELD TOSSING TO INTERCEPT A SPELLBALL IS A VALID TACTIC WHEN DONE SAFELY. (GV) Rule of Magic #11E:

a. Perceived Issue: Throwing or Tossing Melee Equipment at Engulfing Spell balls uses the clause that Engulfing Spell balls do not affect equipment which is not wielded to garner a benefit that Golden vale believes to promote bad sportsmanship, as well as a perverting of the rules in the favor of the defender.

b. Recommended Change: Change Rule of Magic 11E from "Magical balls of the Subdual School have no effect on equipment that is not being carried. Example: You may not Ice ball a players shield if it is not being wielded or carried by them." to the following: Magical balls of the Subdual School have no effect on discarded equipment, however any Melee Weapon or Shield which is used specifically to block an incoming Subdual School Magic Ball effects the owner of that Melee Weapon or Shield as if the Subdual School Magic Ball had struck their person; regardless of the owner's physical connection to that Melee Weapon or Shield.

c. The problem is in adjudicating separate equipment and when it is intentional and when it isn't. Also, I don't have a problem with the tactic when it is done safely. I've never heard of it being done unsafely. If that were to happen, it would be covered under "unsafe or dangerous physical behavior." As a balance issue, it still deprives the victim of their shield to 'toss' it.

Other Items:

Desert winds kingdom status approved.

Rules moderator position approved, and Sir Rath elected first rules moderator.

Kingdom sponsorship guidelines approved.

Dor un Avathar 8.1 final changes approved.

Western Gate will be voted on next year for kingdom status.

Discussed Blackspire and Principality of the Northern lights relationship.

(No subject)

Morgan_Phoenix's picture

If you haven't read these

Troy's picture

If you haven't read these posts yet, please don't waste your time like I did.

RQ3 IN 5 DAYS!!!! WHERE'S THE PAPER TOWEL!!!!
YEAH!! CRIMSON CIRCLE!!!!

Hey, sorry if this was

Burkhard's picture

Hey, sorry if this was answered already. When does the new version come out?

-Burk

I don't think anyone knows

Serrin's picture

I don't think anyone knows yet.

HEY EVERYONE..... REMEMBER

Rocan Orlock's picture

HEY EVERYONE..... REMEMBER THIS IS JUST A GAME. AMTGARD IS NOT REAL LIFE, THERE IS NO SENSE IN GETTING SO WORKED UP. RULES CHANGED... WHO CARES EITHER WAY, THERE ARE VALID POINTS ON BOTH SIDES. SO THEO.. "GET OFF YOUR HIGH HORSE" AND AUGUSTUS .. TAKE THAT CHILL PILL YOU SPOKE OF EARLIER. (just things i read, not making fun of you guys) sorry i had to bust out the caps.... but seriously people, reading all this is making my blood pressure rise.

(No subject)

Morgan_Phoenix's picture

nice...but a little late to

Dart's picture

nice...but a little late to the game i think... ;oP

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

(No subject)

Morgan_Phoenix's picture

For the love of GOD please

Akyo's picture

For the love of GOD please do not post these stupid pictures on threads that actually have some sort of substance to them.

VERY ANNOYING!

Akyo

(No subject)

Morgan_Phoenix's picture

For the love of GOD please

Akyo's picture

For the love of GOD please do not post these stupid pictures on threads that actually have some sort of substance to them.

VERY ANNOYING!

Akyo

I was going to delete this dubble post... but... one more to get the point across.

EVERYONE: sorry i had to

Rocan Orlock's picture

EVERYONE: sorry i had to yell.. lol.. and 5 times at that, the internet at my work was acting up.

DART: you called amtgard a sport, somewhere a drunk redneck punched his wife for reasons he cannot describe.

ORKIN: duelist is in one of the monster books now. i think i am the only one who plays those (lame) classes, so we are not too far off from the real rules of play.

Alright, so duellist was an

Alright, so duellist was an imperfect example of a test class... I hardly think that invalidates the point I was making, though... Even if you played "Rocan't made-up wood monster," you are playing within the rules, so long as the monarch approves it for that day.

Of course the only book I

Of course the only book I ever saw the Deuelst book in was one from two rules additions ago and never ratified. (I didn't actually do much searching).

Brings up a point. I like the idea of haviing 'classes' and even a few monster races that are found in WI and not other places. If anyone is interested in creating an 'official/but not amt all over official' style book for our area I would love to colaberate on it.

I've been a bit behind though, I haven't looked at the newest Dor yet to see what changes they have made.

Boboko

That's because I'm making

That's because I'm making the new Dor right now.

Oooh ooh, that would be fun.

Redesta's picture

Oooh ooh, that would be fun. We could have a Hodag and Mishegenabeg and other local monsters!

also gobly gook( i think

Rocan Orlock's picture

also gobly gook( i think that was his name), also his crazy family.

lmao oh "it's on now" (for

Dart's picture

lmao oh "it's on now" (for the caps) ;oP

Ya i was never really upset (it doesn't really effect me one way or the other what you all do up there) i just want to make sure you are informed what actualy is going on around you. It did make me laugh how the two people who were all like "calm down and this is for fun!" were the ones swearing and being a holes at the end of their posts. lmao

(Agustus)- ok everyong calm down...also you @$#^$ers should go %$&#*$* yourselfs! ha ha ha

same with Theo ;o)

So ya, this is a game but do try and remember what makes a game an organized fun sport rather then just some people running around with nothing guiding them? Rules, if you don't follow them then you are not playing the "game" you have fun at. There is nothing wrong with not likeing some of the rules, heck i have complained for year about some of them (assassin and monk are screwed, wizard is nuts! etc etc) and i have told them to my king and kingdom. They listened and things got done. So you have that option, or you can make up a new game. However changing the rules to fir your playing style does not work. Those from back in the day, remember Hyborea?? We raided them when Bushy was bushy i think still and they were nuts! They had no idea what real amtgard was! Not saying this will happen to you but you get my idea. ;o)

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

WOAH, CALM DOWN!!!!!

Serrin's picture

WOAH, CALM DOWN!!!!!

Do i really come off that

Dart's picture

Do i really come off that upset sounding or something? lol I know i am bias but i mean come on...never mind Akyo and others who have been swearing (i still love the "if you can't say something nice SHUT THE FUCK UP!) No, that's ok but agustus just being mean and such gets him kicked off...*roles eyes*

Not sure how much calmer i can be...i am not slamming on my keyboard all upset or anything i swear. lmao

i will try to type calmer...*looks around* is this better *there is no whisper text i can type in*...

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

Agustus was given fair

Agustus was given fair warning, and he decided to disparage a group of people on his very next post after that warning was issued. Everything on this site reflects on Crimson Circle as a whole. As far as I can tell, you didn't actually intend to insult, even though you did, but he certainly did intend to. There are members of both Crimson Circle and the Frost Lands who believe so; it's definitely not an "us vs. them" thing; it's an "Agustus needs to chill" thing.

He can come back after he's had a chance to reflect and calm himself.

Plus, I think Serrin was making a joke. I could be wrong.

Dart, if you don't care what

Redesta's picture

Dart, if you don't care what we do here, then why do you keep posting on our website? Go harass someone else. We don't really want your 'superior knowledge'.

I don't think anyone

I don't think anyone suggested not following the rules. I think all that was suggested was allowing new players the option of playing a class that's not in the rulebook. It's not all that different from giving new players unlimited lives as a warrior, which also isn't in the rulebook, or allowing someone to play duelist or some other test class. I'm sure a lot of parks have their own tweaks to the game.

As soon as there's a rule enacted that says we can't play alternate classes (or monsters) during class battles, then I'll concede that we're not following the rules and thus not "playing Amtgard." Until then, it looks like Crimson Circle may continue to allow the test class, alternate class, 1:1 monster -- however you want to classify it -- known as "Raider." So if you come play with us, there may be one or two people out there you can't fireball to death.

Are there alternatives? Sure there are. Has it always been there? Absolutely not. Does it work well for Crimson Circle? So far it has. Maybe we'll get rid of it in the future. I don't think we're going to turn into Hyborea anytime soon.

Here's the big thing you have to remember. Most of us are friends up here. We didn't all join Amtgard for the sake of playing Amtgard in all its glorious dogma. We brought Amtgard to us as something fun to do in our spare time.

As an aside, there still seems to be a huge misconception about why Crimson Circle was started, based on Agustus' final post. I met with Shalashaska, Akyo, and others prior to the end of my second term as monarch of the Frost Lands. We were already bringing 4-8 people down from Green Bay on a regular basis, and there were many more that wanted to play that couldn't make the trip every week. We kept people from leaving Amtgard altogether and provided many more with the opportunity to play. The fact that there seems to be an issue with this seems a bit odd at best.

I am aware you can keep

Dart's picture

I am aware you can keep playing raider at your park within the rules (if you remember i even gave you a way). I am simply saying just haveing an althing to "just bring it back" does not work. Also if you look back at the first posts they were not only bringing us (the frostlands) up in their talks but more or less saying we were the ones that had the rule book changed. I was mostly starting out letting you all know that is not true and that you need to find another way around the raider thing.

I have explained why i am posting here (because i don't care what happens up there) however i just want to make sure the changes you all do up there to allow it is within the rules. I have heard several ideas (one of them mine remember) and those would be fine.

I fail to see how that is so mean? I was not swearing, calling anyone out personaly, or even really being serious for most of my posting in the start. It was many in your group who were using swear words and calling me out personaly. I am trying to say as adult as i can about this, but simply saying "well your wrong cuz you mean" does not work.

Orkin is correct there are many ways to work this out and i am sure you will find one.

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

Wait so this whole thing

Redesta's picture

Wait so this whole thing started because of the way Serrin phrased his comment? Because you seem to be accepting of the concept.

So are you picking fights for the sake of picking fights? Because you want us to jump through your hoops?

Bravo Master Reeve, bravo. Maybe for Christmas I'll get you some red tape.

I know, it sure seemed that

Serrin's picture

I know, it sure seemed that way. I was kidding about FL crying about the RWoD. Lots of comments were made implying we seriously thought that;s why Raider was removed, though.

I like how i am being adult

Dart's picture

I like how i am being adult about telling my information while your people jump all over me calling me names and franking being children (i liked the going to esam to get people to back ya up...how did that go btw?) heh

Yes i am accepting of the idea of doing something stupid as long as it's in the rules. Do i think it's stupid? yes. Are there ways to do it where i will be ok with it? Yes. Can you just "vote to bring it back in an althing?" No.

God i know how mean it must look for me to make you play by the rules and all...god how can i look at myself in the mirror?

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

(No subject)

Morgan_Phoenix's picture

Dart, what exactly is your

Dart, what exactly is your goal in all of this? Is this just to accost Serrin for not contemplating completely the grammatical implications and potential ramifications of the phrasing he used in a message board discussion? I don't understand what exactly you hope to get out of all of this. There has been no vote to change the rulebook. There never will be. You have been trashing our group for "not following the rules" when no attempt has been made to not follow the rules. At the very least, that's inappropriate banter. At face value, it looks like a blatant attempt to demean an entire group of people with an almost baseless insinuation.

We are following the rules. What are you trying to accomplish?

Contemplate this on the Tree of Woe.

Once again i don't remember

Dart's picture

Once again i don't remember ever saying "you don't follow the rules". If i did please show me and i will say sorry (if i did sorry). What i said over and over (or thought i did) is please DON'T break the rules. After several people posted the idea of just using an althing to change the rules...after i said that was wrong i more or less spent the whole time defending myself after people kept saying i was mean and stupid etc. (once again none of them could show were i was wrong just liked to call me mean and telling me to calm down etc).

So my goal was reached (to tell you all to please keep following the rules) after that point it was simply trying to defend myself after people kept yelling at me...

Also just curious did Akayo get in trouble at all for swearing etc on his posts? 0.0

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

I dont think Akayo got in

Akyo's picture

I dont think Akayo got in trouble for anything... actually... who is that?!

Akyo

Oh never mind, i must have

Dart's picture

Oh never mind, i must have been messed up or something *slaps head* silly me. I just figured you would get in trouble as well (seeing as you swore several times and made several mean comments etc) but i see now i must have been messed up...

Sorry btw i am bad at spelling names at times, however my quiesting is still not answered. Did Akyo get in trouble at all? I guess not...silly me...i see now Agustus was much meaner in his comments etc. *roles eyes*

Squire to Sir Gregor
Regent of the Rising Winds
House of the Mask

Since you can allow Raider

Since you can allow Raider use in battle games and quests at the Reeve permission, doesn't voting at an All/Sumthing to make it the base line for your park to allow them pretty much the same as bringing them back for your parks use? No different then always using half death counts or Pre Enchants.

From what I understand from Donnovan, Leg Hits don't count in much of the Ditching that is done in Texas. To me this would be the same kind of 'house/park rule as that. Definately goes against the specific rules in the book, and creates a different feel, but I'm fairly certain all of those people think they are still playing Amtgard. Obviously I'm basing all of this on discussions with Donnovan though he generally is considered a reliable source.

Toe-may-toe, tuh-Mah-toe

CC meeting soon? Will we

Trekz's picture

CC meeting soon? Will we have a Sumthing or Allthing meeting at the park soon to discuss these changes? (I'm sure we can persuade the Tree to attend)

My vote is for more time to Ditch, Class Battle, and/or Battle Game, not arguing.

To most, this is a BIG DEAL, but I live in the real world. Rules are always trying to be rewritten/overruled/bypassed/loopholed (whatever).
If in fact, the new version will be posted soon, shouldn't we just wait and read it? I foresee nothing but a waste of time at the park while people argue the finer points.
Good or bad, it's my wish we ALL have fun outside.

Heed this, Minions! All will bow to my superior tactics!

Huzzah!!!

Serrin's picture

Huzzah!!!

How about that new Healer

Jyotis Kadga's picture

How about that new Healer spell? Hallowed Ground!

That spell will be really great for Quests, but it will be a little confusing during battlegames. I like that the players in it can still be attacked from outside of twenty feet.

What's up with making short bows equivalent to long bows. Don't get me wrong, I like the idea of having an archery package, but folks that spent extra money on long bows may get a bit peeved to find out that someone else's $10 short bow will do just as much damage as their $70+ long bow.

Talk to Ursa about this, he

Agustus's picture

Talk to Ursa about this, he explained it to me really well. Here is what I remember, a long bow is not more powerful then a short bow. Ex: the Mongolian horse bow couldnt shoot accuractly past like 30-40 ft (correct me if Im wrong) but was as powerful as an English longbow.

Agustus
MaA to Jalea
Champion of FrostLands

I don't disagree that a

Jyotis Kadga's picture

I don't disagree that a short bow can have more strength than a long bow. I was looking at this change from a monetary standpoint.

You said "(correct me if Im wrong)"

It was the sophisticated materials that made the Mongolian Bow have a great combination of strength, accuracy and range. The composite bow was usually constructed from birch or bamboo wood, ibex horns and animal tendons bound together with an adhesive made from animal hide and fish bladder. A wrapper of birch bark helped to protect it mechanically and from moisture.

The traditional Mongolian bow used in battle (on horseback or not) was, in Amtgard terms, a long bow (5 feet).

Estimates for the Mongol bow give it a draw force comparable to the English longbow (90-180 lb) of about 100-160 lb, so you were right about the similarities in power. However, due to a better design, the Mongol bow has a range of (320-350 yards) or more, a range longer than that of the longbow (250 yards).

Don't get too worked up

Don't get too worked up about the raider class being deleted. Having the raider class removed from the rulebook has the net effect of not allowing you to level up in raider. Just like any park can, should they choose, permit people to play test classes, like duelist, ninja, and the like; now people can start treating raider in much the same way. Basically, no one was leveling up in the raider class, since they can't, so all they are doing is slimming down the rulebook in a rather inconsequential way, if you think about it.

Besides, as Boboko pointed out already, Amtgard isn't a religion; it's a poorly-edited rulebook desiged to facilitate fun group interaction. It's hardly worth getting worked up about.

There are some people trolling the message boards. If you are doing this, please stop and consider this a warning. If you are a guest, you will be held to a higher netiquette standard, just as if you are a guest on any other forum or a guest in someone's house. This does, however, apply to our people too. I won't lose any sleep over stopping what I perceive to be senseless arguing, accusation, and insinuation.

Are we supposed to start

Jyotis Kadga's picture

Are we supposed to start using these rules immediately? If so, I highlighted some of the changes that will dramatically alter CC's class battles. I put comments in brackets [Sorry, couldn't resist].

There are a heck of a lot of changes, but most of the changes/clarifications really don't surprise me. I may not agree with all of them, but overall, these changes seem peachy.

Assassins

5. PASSED(RW) Give all abilities instead of making them choose. At 6th level give the per life option for two abilities. [Yeah!!!]

a. This is ought to be fine. It brings it in line with other classes in terms of power. [It's a good start]

Druid

1. CHANGED/PASSED (EH) Give Vivify to Druids at 6th level for 2 points, max 1. [No!! I hate Vivify! It should be removed Not expanded to Druids.]

2. PASSED (RW) start with 4 lives at first level [Whatever!]

Monk

3. PASSED (EH) Monk: Add +1 life (total 5) at 4th level [Huzzah!!!!!]

a. Reason: Monks are a bit underpowered and do not wear armor or have special weapon abilities.

b. This doesn't seem unreasonable.

Raider

1. PASSED (RW) Remove the Raider class from the rulebook [And the new players stood NO CHANCE!!!]

2. (B) Correct the issues relating to removing the monster section from the rulebook

a. PASSED Remove Lich from the rulebook

b. PASSED Remove Transform from the rulebook

c. PASSED Remove Reincarnate from the rulebook
[Too bad, Morden]

Pfft, I'm glad they got rid

Morden's picture

Pfft, I'm glad they got rid of transform, reincarnate and lich...basically no super cheap monster (ie: 2 s.p.'s) for a regenerating troll or a skeleton...now all we have to rely on are elementals and golems for summoned stuff...but hey so far so good :p

~M.

im pretty sure this is a new

Akyo's picture

im pretty sure this is a new version year... so we dont and shouldnt start playing with these rules till they put out 7.3 (i think... heh)- im pretty sure about that... last year they just realeased something close to what i posted above this year they should be releasing a new rule book...

Akyo

If we know what the rules

Jyotis Kadga's picture

If we know what the rules are going to be, do we really have to wait for the official rulebook?

Also, if we do play by these new changes and really want to have Raiders - we can just go on a quest for relics.

The Quest for the Missing Raider Sashes

Each sash we find on the quest grants the following to the wearer:

Garb: Black and white or headband.
Requirement: May only be used if the player has a combined total of four credits or less
Weapons: Dagger, short, long, reach
Shield: Large
Armor: None
Limitations: May not carry enchantments. Lose all class abilities for the class you are playing.
Lives: Gives +1 lives up to 5
Abilities & Traits:
a. Have two points of Protect on them each life. Cannot be dispelled. (T)
b. They and their equipment are immune to all non-spirit magic. (T)
c. Their equipment is indestructible by any means. (T)

Technically, the new player will have to use another Raider Sash Relic each life because a player can only use a relic for one life. We can allow them to use the same Raider Sash to represent their 5 relics.

Or just have an Althing for

Or just have an Althing for the park and agree that 'Raiders' will be usable at your park as a tool for helping new players. I admit, I am not a fan of Raider use, but from what I see it has worked well for your park and I say if it comes to getting and keeping new players, if it isn't broke don't fix it.

It will mean that at multi park affairs you are best going 'raiderless' to avoid confusion, but depending on the scenerio for the battle you may be able to work something in.

Hey, I am very happy to get

Petrus's picture

Hey, I am very happy to get an extra life as level 1 druid.

Well, I guess I get an extra

Serrin's picture

Well, I guess I get an extra life when playing Monk...that's cool! The change to bows seems unnecesary. Now a little 9 lb bow does that same damage as someone that got a nice longbow. That seems silly,

Why the added rule of hand on weapon only meaning melee weapons. Here's a quote from the current rulebook -- "Hand shots count as a hit to the arm unless you are holding a melee weapon in that hand, in which case it counts as hitting the weapon."

Taking out Raider was unnecesary. In fact, I would like to request a Sumthing vote that we continue allowing Raiders at our park. Any bets that this passed at least in part to the Frosties still crying over the RWoD (Raider Wall of Doom)?

I also had the same question as Jyotis. Are these effective immediately?