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Defense Calls | |
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Defense calls are used to convey information to an attacker after you have been hit.
Description
Each of these calls is used to relay information to an attacker after they land an attack on an opponent. If an attack lands successfully, but the defender isn't affected for some reason, a defense call lets the attacker have a general idea of why.
In some cases there will be disputes about the accuracy of some of these calls. That's going to happen and it's alright. After the fight is done talk to each other. Players are all out to have fun, and communication solves many issues.
No Effect Calls
'No Effect!' calls are used any time a character is hit by an attack, but it is prevented for some reason. This could be because an immunity stopped it, a prevention shield stopped it, a damage requirement stopped it, or some other unusual circumstance. Any time someone's call doesn't impact you, you should let them know by calling 'No Effect!'.
You should also call 'No Effect!' when you ignore an announcement call, such as by casting Anti-Magic Aura and walking into a Sanctuary.
Call | Call Type | Description | Common Sources | Associated Condition(s)
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---|---|---|---|---|
No Effect | Defensive | Used to indicate another call has no impact | Immunities, Prevent effects, Damage Requirements | None |
Hand Calls
Hits to hands holding weapons are not legal, the hand is considered part of the weapon. This is at least in part a safety consideration, we don't want people's fingers getting broken which is more likely if hands are being attacked regularly. Anytime a player hits you in the hand, let them know it by calling 'Hand'.
Call
| Call Type | Description | Common Sources | Associated Condition(s)
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---|---|---|---|---|
Hand
| Defensive | Indicates the hit landed on someone's hand | Combat etiquette | None |
Light Calls
Novitas has a certain range of force that players are expected to put into their swings. An attack that is too light can't be felt. When an attack lands, but is too light, let the attacker know why you are not taking the hit by calling 'Light!'.
Call
| Call Type | Description | Common Sources | Associated Condition(s)
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---|---|---|---|---|
Light
| Defensive | Indicates a hit landed too light | Combat etiquette | None |
Hard Calls
While we don't want hits to be too light, we also do not wish hits to be too hard. That poses a safety concern and most of our players don't enjoy coming home with bruises. Hitting too hard is a serious concern and you should be sure to let them know by calling 'Hard!'. These attacks are not taken as a form of minor penalty to the person swinging that hard.
It's worth pointing out that sometimes hard hits happen by accident. A person might swing at normal speed, but the defender happens to move at full speed directly into the arc of the attack. No one is entirely at fault. However, if one person is regularly swinging too hard, please let a member of the Player Outreach & Education (Brandon Febles and Michael Maneri) team know so they can look into it.
Call
| Call Type | Description | Common Sources | Associated Condition(s)
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---|---|---|---|---|
Hard
| Defensive | Indicates a hit landed too hard. | Combat etiquette | None |
Fast Calls
For both immersion reasons and for game balance's sake, rapid weapon strikes (known as 'machine gunning') are not permitted. Melee attacks need to be performed at a reasonable speed, the general guideline being that you should take enough time to bend your entire arm to a 90 degree angle before landing a subsequent blow. When rapid hits happen you should let the attacker know by calling 'Fast!'. Take one of the hits (or an appropriate number if it's a prolonged exchange), and ignore the rest.
Call
| Call Type | Description | Common Sources | Associated Condition(s)
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---|---|---|---|---|
Fast
| Defensive | Indicates a player is attacking too rapidly | Combat etiquette | None |
References
Melee Hits
Melee attacks should always have a controlled amount of force behind them. Not too hard and not too soft. Every player goes through a tutorial their first event to help them calibrate how hard is the right amount. Players who have trouble with this can work with the Player Outreach & Education Marshal (Brandon Febles and Michael Maneri) to address the issue. A player who regularly has issues with calibrating how much force to put into swings will not be allowed to wield weapons for a period of time so they can practice more and work on getting it right.
Melee attacks also need to be at a reasonable speed. Real weapons are heavier than foam ones, and take time to use. Tapping someone in rapid succession is not allowed. As a general rule a legal hit should require bending your elbow to at least a 90 degree angle before hitting again. Holding you arm fully extended and flicking your wrist for hits for rapid attacks are not legal hits.
Melee attacks should only be done with the portion of the weapon intended for striking. If a portion of the weapon has less padding so you can hold it, that is not a legal part of the weapon to strike with. Some weapons will get damaged if used improperly. This typically means they need to be used exclusively as slashing weapons, or more rarely only as jabbing weapons. Knowing this and practicing good management can help increase a weapons longevity.
Categories: Gameplay Rules | Calls
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