Rule change for Chapters

Post final proposals for the Magistrate here, not a discussion area.
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Sir Tyriel Firebrand
Knight of the Realm
Posts: 369
Joined: 2012-01-26

Rule change for Chapters

Post by Sir Tyriel Firebrand » 2015-04-16

The following proposals deal with changing certain core rules to fit better with our other chapters. Changes are bold, and added items are italicized.



Long Sword or Short Sword(White weapon)
Long or short swords must have a blade of at least 16" in length and less than 36" in length. With respect to game mechanics,there is no difference between a long sword and a short sword. Both types are commonly referred to as "white swords". The blade must have easily distinguishable, squared‐off “flats” and edges, and its thickness(edge) must not be more than 2/3 of its width (flat). The handle of a long or short sword may not exceed the length of the striking surface, or 28", whichever is shorter. All long and short swords must have quillons, which is a crossbar of foam between the sword's blade and its handle.

Long Sword or Short Sword(White weapon)
Long or short swords must have a blade of at least 16" in length and less than 36" in length. With respect to game mechanics,there is no difference between a long sword and a short sword. Both types are commonly referred to as "white swords". The blade must have easily distinguishable, squared‐off “flats” and edges, and its thickness(edge) must not be more than 2/3 of its width (flat). The handle of a long or short sword may not exceed the length of the striking surface, or 28", whichever is shorter.All long and short swords must have quillons, which is a crossbar of foam between the sword's blade and its handle.(this rule will be removed)

or depending on bars proposal


Long Sword or Short Sword(White weapon)
Long or short swords must have a blade of at least 16" in length and less than 36" in length. With respect to game mechanics,there is no difference between a long sword and a short sword. Both types are commonly referred to as "white swords". The blade must have easily distinguishable, squared‐off “flats” and edges, and its thickness(edge) must not be more than 2/3 of its width (flat). The handle of a long or short sword may not exceed the length of the striking surface, or 28", whichever is shorter. Swords may not be covered in brown cloth, as to tell them apart from bars.




Great Sword(Black weapon)
Greatswords must have a handle at least 1' in length and a striking surface at least 36" in length. The blade must have easily distinguishable,squared‐off “flats” and edges, and its thickness(edge) must not be more than 2/3 of its width (flat). The handle on a greatsword may not exceed 28". A greatsword may not have an overall length that exceeds 6½'. Greatswords must be swung with two hands to administer black damage and will administer white damage if swung single‐handedly. All greatswords must have quillons.

Great Sword(Black weapon)
Greatswords must have a handle at least 1' in length and a striking surface at least 36" in length. The blade must have easily distinguishable,squared‐off “flats” and edges, and its thickness(edge) must not be more than 2/3 of its width (flat). The handle on a greatsword may not exceed 28". A greatsword may not have an overall length that exceeds 6½'. Greatswords must be swung with two hands to administer black damage and will administer white damage if swung single‐handedly. All greatswords must have quillons. (this will be removed)

or depending on bars proposal

Great Sword(Black weapon)
Greatswords must have a handle at least 1' in length and a striking surface at least 36" in length. The blade must have easily distinguishable,squared‐off “flats” and edges, and its thickness(edge) must not be more than 2/3 of its width (flat). The handle on a greatsword may not exceed 28". A greatsword may not have an overall length that exceeds 6½'. Greatswords must be swung with two hands to administer black damage and will administer white damage if swung single‐handedly. Great swords may not be covered in brown cloth, as to tell them apart from bars.

Bar (Yellow weapon)
Bars fall under the same contruction rules as great swords and short swords. (ex. If the weapon is of short sword length, treat as shorts sword. If it falls under great sword length, treat as great sword.) Bars may not have quillons.

Bar (Yellow weapon)
Bars fall under the same contruction rules as great swords and short swords. (ex. If the weapon is of short sword length, treat as shorts sword. If it falls under great sword length, treat as great sword.) Bars may not have quillons. (this entire rule will be removed)

or

Bar (Yellow weapon)
Bars fall under the same construction rules as great swords and short swords. (ex. If the weapon is of short sword length, treat as shorts sword. If it falls under great sword length, treat as great sword.) Bars must be covered in brown cloth to be easily distinguished from swords.


Warp Wood
This spell allows the Druid to warp all man-sized wooden objects within a 3’ radius of impact, rendering them unusable. Warp Wood will affect items including shields, bows, arrows, planks, spears, and ordinary chests; it will not affect large items such as siege weapons, gates, or ships. Warped items may be repaired via the Mending spell. Warp Wood may be dispelled before its effects have taken place, but the effects of warping may not; a warped item must be mended.

Warp Wood
This spell allows the Druid to warp wooden objects within a 3’ radius of impact, rendering them unusable. Warp Wood will affect items including shields, bows, arrows, crossbows, bolts, javelins, polearms (white glaive, black glaive, spear, halberd and battle axe), yellow weapons over 4’ in length, planks, and ordinary chests; it will not affect large items such as siege weapons, gates, ships, or yellow weapons under 4ft. Warped items may be repaired via the Mending spell. Warp Wood may be dispelled before its effects have taken place, but the effects of warping may not; a warped item must be mended. (Wording change, as well as making one handed yellows still usable. This will make it better for clerics not being defenseless with the “possible” removal of bars, and tones the spell down a little, while still keeping it a game changer.)

Bows may be long or recurve style bows and have a ‘traditional’ appearance. They must have between 10 and 40 pounds of pull at 28” inches. Modern compound bows are prohibited. Arrows may be constructed on aluminum, fiberglass, wooden, or carbon shafts. Fiberglass and wooden arrow shafts must be covered lengthwise in tape. Arrow tips must be at least 3" in diameter and especially well padded with an open-cell type of foam. The tips of the shaft must have a penny or other similar object between the core and the foam; arrow fletchings must also have at least three fletches. As arrows are one of the hardest Darkon weapons to make safely, new archers are strongly encouraged to speak to a veteran with arrow construction experience before attempting to construct any arrows on their own. Arrows may only be shot with a bow. A Weapon Marshal may cut into an arrow to ensure proper, safe construction. You may not engage in melee combat while holding a bow, nor may you block with a bow. Participants blocking with bows will lose their arching privileges.

Bows may be long or recurve style bows and have a ‘traditional’ appearance. They must have between 10 and 40 pounds of pull at 28”. Modern compound bows are prohibited. Arrows may be constructed on aluminum, fiberglass, wooden, or carbon shafts. Fiberglass and wooden arrow shafts must be covered lengthwise in tape. Arrow tips must be at least 2.5" in diameter and especially well padded with an open-cell type of foam. The tips of the shaft must have a penny or other similar object between the core and the foam; arrow fletchings must also have at least three fletches. As arrows are one of the hardest Darkon weapons to make safely, new archers are strongly encouraged to speak to a veteran with arrow construction experience before attempting to construct any arrows on their own. Arrows may only be shot with a bow. A Weapon Marshal may cut into an arrow to ensure proper, safe construction. You may not engage in melee combat while holding a bow, nor may you block with a bow. Participants blocking with bows will lose their arching privileges. (The word inches was removed after 28” also)


Hide is armor in which a single layer of leather is at least 10 oz. in thickness. Multiple thinner layers that add up to 10 oz. or greater DO NOT count. Any single piece of armor (greave, torso, bracers, etc.) that contains ANY area under 10 oz. in thickness (other than fastening straps) does not count as Hide. Any armor type (scale, lamellar, brigandine, etc.) made wholly with 10 oz. leather (excluding straps and backing material) shall be considered AC 2 Hide armor as long as the scales/plates overlap or butt (i.e., within ¼”) against adjoining scales/plates. A green armband must always be worn with this armor type so as to readily distinguish it from AC 1.

Hide is armor in which a single layer of leather is at least 10 oz. in thickness. Multiple thinner layers that add up to 10 oz. or greater DO NOT count. Any single piece of armor (greave, torso, bracers, etc.) that contains ANY area under 10 oz. in thickness (other than fastening straps) does not count as Hide. Any armor type (scale, lamellar, brigandine, etc.) made wholly with 10 oz. leather (excluding straps and backing material) shall be considered AC 2 Hide armor as long as the scales/plates overlap or butt (i.e., within ¼”) against adjoining scales/plates. A green armband must always be worn with this armor type so as to readily distinguish it from AC 1. (This line will be removed)


Armor Class Armbands

If a player is wearing any hidden armor or armor that is hard to identify then they must wear a colored armband that represents the highest hidden or hard to identify armor type at the head armor marshal’s discretion. The armband must be on their weapon arm and made of cloth or tape at least 1 ½” wide. If the color of the armband is similar to that of the costume worn under it, the colored material must be placed over a white band at least 3" wide. All armbands must be clearly visible.

AC1 Blue Armband
AC2 Green Armband
AC3 Red Armband
AC4 Yellow Armband

(This entire section will be removed)
~No Quarter!~
~Warriors Guild~
~Knight of Tuesday~
~"Winning is teaching, losing is learning"~

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