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combat_rules [2015/03/25 20:12]
mejoff [Non Combatants]
combat_rules [2018/07/25 21:05] (current)
ruth [Special skills in hand to hand combat:]
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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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 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. 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.
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 +
 +<sub>Sections of this text from http://fallingdown.chaosdeathfish.com/</sub>
  
  
combat_rules.1427314376.txt.gz · Last modified: 2015/03/25 20:12 by mejoff
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