Dagorhir Belegarth Rules Comparison

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The Rules differences between Dagorhir and Belegarth are very minor, but some do exist. In order to ease crossing over between the two groups, the following table has been compiled and is accurate as of January 2018. This list is not exhaustive and may be missing some minor differences. You can improve this list by editing it yourself or by notifying Dustin Macari via Facebook with changes you would like to be made.

Equipment Spec Differences

Belegarth Dagorhir
All weapons may not pass more than 0.5" through a 2.5" hole. All blue and red non-stab-legal weapons may not pass more than 0.5" through a 2" hole. All stab-legal weapons may not pass more than 0.5" through a 2.5" hole.
There is no minimum weight for flail heads, and the minimum circumference is 15 inches measured on the smallest plane that passes through the center. Flail heads have a weight minimum of 4 oz and must have a 16-inch circumference measured at its narrowest point.
Max flail length is 40”. There is no max flail length.
Spears may flex up to 45 degrees. Spears may flex up to 90 degrees.
Javlines have a max weight of 16 oz and cannot pass through a 2.5” hole. Javlines have a max weight of 24 oz and cannot pass through a 3.5” hole. The base foam that meets the open-cell foam must be 3” in diameter.
Swung weapons under 24” do not have a min weight. Swung weapons under 18” do not have a min weight.
Weapons do not have to be balanced above the handle. Swung weapons must balance above the handle.
Titanium armor is not allowed. Titanium armor is allowed.
The legal minimum gauge for all metal armor is 20 g; this makes “sharkmail” illegal. The legal minimum gauge for non-chainmail metal armor is 19 g. There is no minimum for chainmail, which is instead tested with a ⅜” dowel. This makes “sharkmail” legal.
No maximum rock weight. Rocks cannot weight more than 24 oz.
Can layer up to two layers of leather to meet the legal armor requirement. Can layer any number of layers of leather to meet the legal armor requirement.
Max handle length on Class 1 (Blue) weapons is 12” or ⅓ total length of the weapon, whichever is greater. This cannot exceed ½ the total length of the weapon. Blue weapons have a max handle length of ⅓ the overall length of the weapon.
Max handle length on Class 2 (Red) weapons is 18” or ⅓ total length of the weapon, whichever is greater. Red weapons have a max handle length of ⅓ the overall length of the weapon and cannot exceed 30”.
Max shield height is 18 inches shorter than the wielder. Max shield height is from ankles to chin of wielder
Back shields are not required to have handles or arm straps. Back shields must also have the capability to be wielded with a hand or arm.
Crossbows have a max draw of 450 inch-pounds and may not be fired at a target within 15 feet. Crossbows have a max draw of 35 lbs at 12” draw length.



Combat Differences

Belegarth Dagorhir
A player cannot shield bash, shield check, shield edge, or shield kick someone from behind. Only shield bashing from behind is illegal. Shield checks, shield edges and shield kicks may be performed on a player’s back.
A player cannot shield kick a shield smaller than 18” diameter. Can shield kick any shield.
Shield bashing a legged opponent is legal. Shield bashing a legged opponent is illegal.
Shield bashing archers is illegal. Shield bashing and grappling archers is legal.
Bel has a tiered grappling system that allows lighter forms of armor to initiate grapple with heavier forms (i.e. a player wearing leather armor may initiate grapple on a player wearing plate but not vice versa). Armor wearers may not initiate grapples.
Arrows that hit a hand-on-weapon are considered to travel through them to whatever is behind. Arrows that hit a hand-on-weapon deal yellow damage to that arm.
Arms disabled by Class 3(Green) or Class 4(Yellow) attacks are left dangling limply by the fighter's side. Arms disabled by Class 1(Blue) or Class 3(Red) attacks are placed behind the fighters back. Disabled arms are placed behind the fighter's back regardless of the source of the damage. Arms disabled by Green or Yellow attacks do not count towards the fighter's two-limb-loss-death. (needs better phrasing)
No arrow requirement to be an archer. Must bring at least two passing arrows to the field in order to be an archer.
No healing mechanic. Healing poem can be used to heal players and repair equipment.
“Magic switch” is explicitly allowed. “Magic switch” is explicitly not allowed.
For a strike or stab to be considered "two-handed," both hands must be fixed when the strike/stab connects with the target. For a strike or stab to be considered "two-handed," both hands must be fixed from the beginning of the strike/stab until it connects with the target.