FAQ & Errata

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Revision as of 00:58, 4 June 2016 by Rasheab (talk | contribs) (gear terminology)
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"Frequently Asked Questions are listed questions and answers, all supposed to be commonly asked in some context, and pertaining to a particular topic." They generally clarify on a rule.

Weapons building tutorials

Our favorite go-tos are:


Land Map & Land Actions

  • Country actions must be submitted one week in advance, prior to a battle day. (Aka Sunday night) ~ Tristan (land marshal), May 2015
  • Roads - the starting and ending cities must be included in the hex road total; they do not come with a "free" hex of road under them. ~ Arminius(as 1st land marshal)
  • Season change - land actions that are to count for the season change (settlements, roads, ships, invasions, etc) must happen before the equinox/solstice. ~ Arminius (as 1st land marshal)
  • Country Build Actions during adventures - countries may (normally) submit a build order to take place on an adventure day, but units may not move (aka no explorations, no invasions, no ship battles). ~ Bodvarr (as 3rd land marshal)
There are no land actions on adventure days (regardless of type). It was decided that it increased inflation/bloat, favored certain country styles over others, and wasn't worth the bookkeeping headache for the land marshal. ~ Tristan (4th land marshal) & Rasheab (magistrate '14)
  • Improved Land Search - if there are multiple rangers present on a team, this ability stacks. ~ Arminius (as 1st land marshal)
Only one (1) ranger may "lead" a search, but any ranger in an exploration party does not count against the party's maximum total.
  • Undead: "a damaging attack" includes those that damage armor. Thus ghoul/flesh golem/wight attacks ignore armor. ~ Bodvarr (3rd land marshal)
The attacks of ghouls and flesh golems do not bypass/ignore armor. A wight's "curse" attack does bypass armor (because Curse does). ~ Tristan (4th land marshal) & consensus of marshal council ('14)
  • Some countries are allowed two official surcoats; this is a case by case situation, based on country history. Ex: Holy Order of Mardur uses both their HOoM surcoats, and their older Mardur surcoats. ~ Bodvarr (land marshal, summer, 2013)
  • If a defending country cannot make it to an event, they can hire or arrange mercenaries to defend in their stead. In this scenario, the number of defending "surcoated" individuals would be considered 0. ~ Tristan (land marshal) & Rasheab (magistrate), (2014)
  • Raze Action (rule addition)
As a country's land action, it may raze/sack/burn/or otherwise destroy one or more assets it owns (fortification, settlement, or ship; not mines).
A fortification of settlement will return half its value to the controlling country, and will be downgraded by one step (castle becomes keep, town becomes hamlet).
Ships will be completely destroyed, but will return no value.
A raze action otherwise follows all the normal rules for submitted land actions. ~ Tristan, Rasheab, Arminius (May 17, 2015)

Weapons & Equipment

  • "Blue and red weapons can also be green." Aka swung weapons can also be built to stab.
  • Cross-gaming arrows are allowed, but they must meet Dargarth's safety standards. ~ Sloane, archery marshal (added 12/10/12)
- (Fyi for Belegarth visitors, the standards are the same in both groups.)
  • Titanium "sharkmail" will not be passed. ~ Kanon (weapon & armor marshal, 12/27/12)
- Aluminum chainmaile has already been disallowed by a previous vote of the marshal council.
  • What qualifies as a wooden weapon can be found in the "Adventuring Rules" section of the rulebook, entry 6 ("Wooden Weapons" if you Ctr+F).
  • Common terminology. Not rulebook stuff, but when people say X, what they mean is:
Spear: stab only long weapon
Glaive: long swung weapon, or swing/stab
Dagger: short stab only weapon
Knife: short swing/stab weapon

General Rule Conventions

  • Posting a Leg - be a slow zombie. Don't try to game this rule; if you choose to post a leg instead of taking a knee, then move slowly. And don't hop. ~ Rasheab & others (Added 8/28/12)
  • "Significant deflection" of a missile weapon, for the purpose of what counts as a valid hit, is approximately 30 degrees. ~ Archery marshals (Cat & Alicaryn) @ 2/14 meeting
  • Casters are not archers, and thus cannot "call" their hits. However we all agree that it can be hard to know if you've need hit, so casters can continue to "clarify" for game expediency. However, if it comes down to a disagreement, the recipient has final say in whether he or she was hit, same as in the rest of the combat rules. As always, if someone is deliberately cheating, please inform an elder (or a marshal or noble if an elder is not available). Triumvirate Meeting - 12/17/12
  • Character race does not make a difference in the rules at Dargarth. You do not gain any bonuses or penalties from playing a race; it's entirely roleplay. No character classes are barred/required to be played by any particular character race. (Consequently, you do not need anyone's permission, because there are no benefits related to race.) ~ Rasheab & Dameaion (4/14/13)
  • Simply to clarify, shields and other physical gear are repaired by spending time in Hades, same as armor. ~ Rasheab & Froste (11/8/13)
- This might occasionally vary at specific adventures