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Paradise Realms > 2008 Omnibus Project > Weapon Rules



Title: Weapon Rules


Dylan Earon - January 27, 2008 03:47 AM (GMT)
Weapon Rules

Players are responsible for being safe with the weapon(s) they are using. Before using a weapon style in combat, players should take it upon themselves to be properly trained by a marshal or someone who is safe and proficient with that weapon style.

Wielding Weapons

The size of your weapon dictates how you may wield the weapon. Weapons cannot be any smaller than 12 inches, and cannot exceed 8 feet in length.

Weapon Length Quick Guide

12" to 3' 8": One-handed
3' 8" to 5': Hand-and-a-half
5' to 6' 6": Two-handed
6' 6" to 8': Two-handed, Thrust-only

One-Handed Weapons

You can wield a one-handed weapon in one hand and still use a shield or another one-handed weapon in the other hand. Using two one-handed weapons (up to 3'8" each) together, one in each hand, is commonly called a "Florentine" combination.

Hand-and-a-Half Weapons

If a weapon is considered hand-and-a-half, then you can use the weapon with one hand, but your other arm or hand cannot be holding a weapon or a shield. Magic missiles and lightning bolts are also considered hand-and-a-half weapons. Bows are wielded as hand-and-a-half weapons, but follow special rules (see Bows below).

Two-Handed Weapons

If a weapon is two-handed, you may only wield the weapon with two hands. Every blow you strike must be started with two hands. If you lose an arm while wielding a two handed weapon, you may not attack with that weapon. You may parry with a two handed weapon with only one hand.

Every blow you strike with a two handed weapon must begin with both hands on the weapon. If you let go with one hand during the swing, the swing is still legal. Once the initial swing has ended, the attacker will have to grab the weapon with two hands again before making another attack.

Thrust-Only Weapons

Thrust-only weapons cannot strike an opponent with a "slashing" or side-to-side motion. If you slash at an opponent with a thrust-only weapon, you must tell them, "Don't take that." As long as the tip of the weapon strikes with a forward motion the blow must be taken.

Bows

A bow is wielded as if it were a hand-and-a- half weapon. This means that it may not be held when a weapon or shield is being wielded in your other hand, but it is legal to fire it with one hand (if you can!) A bow is not considered a "weapon" for purposes of spells either.

Bows must have a draw-weight of 30 lbs. or less. Just like melee weapons, you should be careful on how hard your arrows are striking your opponent. Arrows should be drawn with the minimal pull necessary to score a successful hit.

If a bow being wielded gets hit by a weapon, it is broken and may no longer be used in combat. Anyone can fix a broken bow by holding the bow with two hands, then counting to 200. You cannot actively parry with a bow.

Missile Weapons

Projectile weapons such as arrows, crossbow bolts, spells (like magic missile), and javelins cannot be targeted at your opponent's head. Head shots from projectile weapons, even if they did not hit the face or the throat, do not have to be taken as legal shots.

The shaft of arrows and javelins do not count. An arrow or javelin that hits you cross-wise does no damage.

All projectile weapons, with the exception of arrows and javelins, are live and inflict damage on any target they hit until they come to rest; regardless of whether they hit the ground, a wall, a weapon, a tree, or any other obstacle along the way. In the case of arrows and javelins, an arrow or javelin is considered live and is able to inflict damage until it comes into contact with the ground. If an arrow or javelin hits you after it comes into contact with the ground it does no damage. It is the responsibility of the player wielding the bow or javelin to tell you not to take the blow.




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