Dagorhir Belegarth Ruleset Diff Modified by Dedric
The original document has been updated by Dedric for use in local realms. I have also added a recommended section for if you want to play both games and not worry about the differences, what you need to do.
Consider this a work in progress started from Chicken's post. http://board.belegarth.com/viewtopic.php?p=403350#p403350
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 April 2010.
Belegarth Rule | Dagorhir Rule | Recommended Rule |
---|---|---|
All weapons must pass <0.5" through 2.5" hole. | Blue/red only weapons must pass <0.5" through 2" hole (greens follow the 2.5" rule), javelins must pass <0.5" through 3.5" hole. The javelin rule is a new addition and has been heavily contested, may be overturned at RWC 2010. | All weapons must pass < 0.5" through 2.5" hole. Javelins must pass < 0.5" through 3.5" hole. |
Spears must flex < 45 degrees. | Spears must flex < 90 degrees. | Spears should flex < 45 degrees. |
No flail head weight requirement, min circumference 15", less than 1.5" of rope/chain exposed (the rest covered by dingleberries), 40" max length. | Flail head > 4ozs., min circumference 16", tether must be "completely covered" in foam, no length maximum. | Flail head > 4ozs., min circumference 16", tether must be "completely covered" in foam, 40" max length. |
Swung weapon < 24" has no weight minimum, 24-48" > 12ozs, 48"+ > 24ozs. | Swung weapon 0-48" > 12ozs. and 48"+ > 24ozs. | Swung weapon 0-48" > 12ozs. and 48"+ > 24ozs. |
No blade dimensions, just hit test. | Blade min dimensions: 2-edge = 1.25" x 3", 1-edge = 1.25" x 2.5". | Blade min dimensions: 2-edge = 1.25" x 3", 1-edge - 1.25" x 2.5". |
Minimum area above handle is 12 inches. | Minimum "blade length" is 12 inches. Some interpret this as striking surface, and some include the courtesy padding. | Minimum striking surface is 12 inches. |
No rock weight max. | Rocks must weigh < 24ozs. | Rocks should weigh < 24ozs. |
No balance requirement. | Swung weapon must balance above the handle. | Swung weapon shouldbalance above the handle. |
No ahistorical/fantasy metals, 20ga min. | Titanium allowed, min 16ga metal armor, solid plate or welded/riveted mail can be 18ga, 1/8" max thickness. | No ahistorical/fantasy metals, 20ga min. |
A shield must be < (wielder's height - 18") and must be rigid (ie pass the 'taco rule' [1]). | A shield may not be taller than the distance between the wielder’s chin and their ankles. There is no flexibility restriction in the rules, but it is commonly accepted that tacoing is not allowed, and this is supposed to be codified at RWC 2010. | A shield should not be taller than the distance between the wielder's chin and their ankles, and must be rigid. |
18" unpadded area or 1/3 the length of the weapon, whichever is longer, not to exceed 1/2 the length of the weapon. | No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30” unpadded. | Swung weapons should have a minimum of 18" or 1/3 the length of the weapon, whichever is longer, not to exceed 1/2 the length of the weapon or 30 inches, whichever is shorter. |
Axes, flails, maces, polearms, and the like must have "enough padding to prevent injury" on non-striking, non-handle areas. | Axes, flails, maces, polearms, and the like must have padding everywhere but the handle "as safe as the striking surface." This does not mean that there must be as much padding as the actual striking surface, since it may not have as much torque or be swung as hard. | Axes, flails, maces, polearms, and the like should have safe padding everywhere but the handle. |
Differences in Combat: | ||
Strike must land with "Sufficient" force to cause injury. | Strike must land with "Noticeable" force to cause injury, and must be "solid." So far polled 75% to change the rule to "Substantial" force, as it used to be, at RWC 2010. | Strike must be solid. |
Worn weapons, garb, etc. cannot be used to block a strike that would have impacted a valid target area. Fighters generally call 'garb' to indicate a shot that tangled in clothing or weapons, and would not have impacted a valid target area. | A shot striking baggy garb, a worn weapon, etc. with "Noticeable" force is a valid strike. According to the current MoA, fighters may not call garb, however, this is expected to change at RWC 2010 and is commonly accepted to mean that fighters may not call garb IF THE WEAPON WOULD HAVE CAUSED INJURY HAD IT NOT STRUCK GARB. | Blows from a swung or thrown weapon ignore garb and worn weapons. |
A blow solidly impacting multiple areas can only damage one, take the more disabling area. | There is no rule that only one area can be damaged from a single blow, although some play as in Belegarth. | Take any areas struck solidly, even if simultaneously. |
Disabled weapon arm allows swapping weapon to good hand (Magic Switch OK). | Disabled weapon arm, drop the weapon (No Magic Switch). | Disabled weapon arm, drop the weapon (No Magic Switch). |
Leather can only initiate grapple with leather, chain, plate. Chain only with chain, plate. Plate never. | Can't initiate grapple while in armor. | Do not initiate grapple while in armor. |
Shield bashing, checking and kicking are allowed. A person may not Bash, Check or Shield Kick an opponent's rear quadrant. Shield pushing or incidental contact in an opponent's rear quadrant is allowed. | Can't shield bash a gimp, though you can check them. Can check from behind (but still not bash). Shield contact to the head/neck is explicitly prohibited, not just discouraged. Kicking a buckler is not discouraged. Must keep one foot on the ground during a shield kick. | Do not bash, check, or kick an opponent from the rear. Do not strike the head or neck with a shield. Do not bash a gimp. Do not kick a buckler. Keep one foot on the ground during a kick. |
Pierced arms hang, hacked arms behind the back. | Pierced and hacked arms go behind your back, pierced still don't count towards death. | Pierced arm can hang or go behind the back, but does not count towards death. |
Arrows, Rocks and Javelins must deflect > 30 degrees to have hit. | Arrows, Rocks and Javelins only need any deflection to have hit. Most fighters still only count solid strikes and generally use the > 30 degree rule. | Take any missile that has obvious deflection. Archers should not call shots that do not deflect > 30 degrees. |
No healing. | Healing poems to recover from injuries. | Either/or depending on game and scenario. |