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combat_rules [2015/03/12 16:51]
mejoff [Taking damage in hand to hand combat:]
combat_rules [2018/07/25 21:05] (current)
ruth [Special skills in hand to hand combat:]
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 +====== Safety ======
 +
 +You must not grapple, trip or make bodily contact with another player while fighting, including grabbing their weapon or other physreps. However, prior to a small fight you and your opponent might agree to allow grappling or other techniques. You must personally have explicit permission from your opponent beforehand.
 +
 +All weapons must be checked by the team before use.
 + 
 +**You must avoid striking the groin, neck or head where there is an alternative target.\\
 +    
 +You must pull all of your blows so that they land with virtually no force.**
 +
 +
 ====== Damage points and shield points ====== ====== Damage points and shield points ======
  
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 **Dodge** **Dodge**
-If you have a skill that allows you to dodge a blow or a gunshot, you may ignore the damage from a weapon strike or ranged damage call from someone that you could see, if you immediately touch the ground with one knee and one hand. You must then perform the cooldown action appropriate to your level in the skill as described on the [[skill_effects|skills]] page.+If you have a skill that allows you to dodge a blow or a gunshot, you may ignore the damage from a weapon strike or ranged damage call from someone that you could see, if you immediately touch the ground with one knee and one hand. You must then perform the cooldown action appropriate to your level in the skill as described on the [[skill_effects|skills]] page, or within the limits of your [[distributed_process_engrams|programming]].
  
 **Parry** **Parry**
-If you have a skill that allows you to parry a blow you may ignore the damage from a blow struck by someone you could see, if you immediately drop a hand to hand weapon that you are holding. You must then perform the cooldown action appropriate to your level in the skill as described on the [[skill_effects|skills]] page.+If you have a skill that allows you to parry a blow you may ignore the damage from a blow struck by someone you could see, if you immediately drop a hand to hand weapon that you are holding. You must then perform the cooldown action appropriate to your level in the skill as described on the [[skill_effects|skills]] page or within the limits of your [[distributed_process_engrams|programming]]. 
 + 
 +**Note on Accessibility** 
 + 
 +The above rules are intended to create a style of fighting in which movement is dynamic and cinematic, and the need for OOC combat calls is minimised. However, we recognise that this style adds an extra level of inaccessibility to an area of the game (ie, combat) that is already inherently inaccessible for some. Therefore, while the dynamic style described above is encouraged when possible, any combatant may also substitute the following actions at any time: 
 + 
 +  * To dodge, rather than touching the ground with one knee and one hand, at your discretion you may instead call "DODGE". 
 +  * After dodging, if your appropriate cooldown action requires you to take five steps, at your discretion you may instead wait 3 seconds before being able to dodge again. 
 +  * To parry, rather than dropping a melee weapon, at your discretion you may instead call "PARRY". 
 +  * After parrying, if your appropriate cooldown action requires you to regain your dropped weapon, at your discretion you may instead wait 3 seconds before making a melee attack or parrying again.
  
  
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 If you are in cover that protects more than 50% of your person from an attacker, and you are //not returning fire, raising/aiming your weapon to return fire (or as if to return fire), or engaged in hand to hand combat//, you may ignore the first two ranged damage calls made against you, you must take the third and subsequent calls. Moving to new cover resets this count. If you are in cover that protects more than 50% of your person from an attacker, and you are //not returning fire, raising/aiming your weapon to return fire (or as if to return fire), or engaged in hand to hand combat//, you may ignore the first two ranged damage calls made against you, you must take the third and subsequent calls. Moving to new cover resets this count.
 +
 +
 +====== Non Combatants ======
 +
 +You may have health reasons that mean you wish to avoid becoming involved in melee combat. If this is the case you may put two hands in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.
 +
 +If a fight starts near you then you can clasp your hands as high in the air as you can and keep them there, to indicate that you are non‑contact. 
 +
 +If you see any player indicate that they are non-contact then you must not hit them with a melee weapon or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact, you can still shoot them. To attack them, //you must not strike with a melee weapon//, but instead stand at the extreme of your melee weapon's reach and call your default melee damage once per second. If you are attacked in this way and have armour, you may apply your armour's stopping power to two out of three calls out of three calls if it covers your legs and torso, and one out of three if it covers your torso.
 +
 +It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you. It is also perfectly acceptable to engage in ranged combat and become non-contact if your opponent closes to melee range.
 +
 +It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.
 +
 +
 +<sub>Sections of this text from http://fallingdown.chaosdeathfish.com/</sub>
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combat_rules.1426179119.txt.gz · Last modified: 2015/03/12 16:51 by mejoff
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