Judging Rules:
draft v1.2
these are complicated, and not full in this post. please note that these rules are changing and that so far there are no judges qualified to host a tournament other then myself. i will post a list of qualified judges here as they appear. if you are interested in testing for judge position, please contact me.
The Role of the Judge:
first off is the role of the judge, the judge is the neutral third party in these fights and is essential. the judge also has the responsibility to know all the rules and /roll systems. only the judge may decide to /roll for an environmental factor. the judge may decide if a move is invalid, though the player may challenge the ruling [if you actually have the patience to] by having all parties involved send me the logs of the duel.
if a player finds that a judge may be acting one sided they may request for another if one is online.
Now the basic [non qualified] judge rules:
Before duel
- judges must first ask [in tell] for all weaponry and abilities that may be used in the duel and keep tabs on it.
- [this includes glyphs as well]
- [the judge may decide that an ability is just to much, i.e. god like, to use.
- there will be a list of approved abilities for qualified judges to make the duel recognized by the BKTR. please PM me with abilities, buffs and debuffs associated with them, if you want them useable in BKTR duels.]
- judges may then /roll a 4 sided die.
- one and two being clear day [environmental factor effects for a clear day are wind based]
- 3 being overcast [environmental factor effects for overcast can be wind or light precipitation based]
- 4 being stormy [environmental factor effects for stormy can be heavy wind, heavy or medium precipitation, or, rarely, lightning based]
- [rules for this change in a tournament, and can change based on in game weather conditions. i expect judges to be able to keep up with this and be creative with environmental factor effects.]
- judges will then /roll 20, as will the players, the one closest to the judges number has the choice of striking first, or a slight advantage on a counter strike. [defendant rolls 8, attacker rolls 10, higher number wins his action, if the roll winner opts for the second choice a second roll is preformed with the roll winner as the attacker]
During Duel:
environmental factor rolls - judges may decide to take an environmental factor roll at any time, though with a mandatory 2 turn pause between rolls. the roll system is as follows:
/roll 4
if result is 1 nothing happens
if the result is 2 a light effect [minor debuff on ranged attacks, -5 to roll, such as a gust of wind]
if the result is 3 medium effect [debuff to ranged (-10 to roll) and possibility of slipping [moving players during that turn take a environment penalty roll, player rolls first, then judge. /roll 20, slipping can end a duel, but the player taking advantage of the fallen person must roll against the judge as well] and possibility of visibility loss [like a thick fog, in the case of fog the judge rolls a D20 for thickness, players effected by sight loss roll against that initial number before they can attack or defend. ]
if the result is 4 a heavy effect, like lightning strikes, may be used.
[i expect judges to be able to make reasonable choices of effects, however, for beginning judges i will later post examples. i will start on this list "whenever i feel like it"]
why it is suggested for a judge to take an OOC form of swordsmenship: As any swordsman will tell you, when practicing a sword art you learn the "do"s and "don't"s of swordsmenship. these are essential for a judge to be able to properly judge a match. most people in planeshift have seen Hollywood sword fighting films, where every strike is dramatic and over extension is just another form asset. while these look great on screen, they would be useless in a sword duel and would most likely get you killed. it is important that judges know a real sword style, even fencing will do, so that they can mentally be able to judge correct attacks from the hollywood variety.
Speed and reach advantages there is really not much i can can do for this, just to say, if some one attacks a longsword with a pair of daggers, he better be locking blades with one of his daggers or he is going to get stuck. and claymore vs... anything, better get the first hit or he is doomed. oh, and that reminds me....
Special weapon cases - Claymore: using this weapon is a way to end a fight quick. while using the claymore, you may not wield anything else, it is a two handed weapon. Claymore full hits are instant wins, but leave you open for counter attacks.
counter attacks are fatal to claymore users, unless armored [armor rules and rolls will be added soon, until then, armor is simi-useless, as are claymores, unless you are _reaaaly_ lucky] - Daggers: using this weapon is to favor speed over brute force, to represent this, daggers users will get to post two strike zones at once per weapon, while the sword user must find a way to block both zones with one, strong [not a flick of the wrist] move. however it is near impossible to block with daggers so the user move out of the way, or take a agility -50 roll against the sword user's to block [little tiny blocking surface, will break if you block a committed strike] and committed strikes have an extra roll /roll 10, if you beet the defender's roll than you hit a kill area
{to be continued]