Wraith said:This seems like just the thing for a playtest.
Not that we playtest things.
jpariury said:I doubt it would have the widespread appeal they generally go for. If we had a force gauge, and built an automated arm rig that swung at a consistent rate without any weapons, and a chronograph, we could probably put together a decent set of tests.markusdark said:A good idea. I just sent it to them.Telokh_Amdo said:Send that to the guys at Mythbusters. They can bust the myth as to what LARP weapons are really the safest. I'd love to see an episode like that.
jpariury said:We should make an MB-style video about it. I'll bring the chrono and the popcorn.
Angrydurf said:the ductape covered club that is the standard being more painfull
Angrydurf said:What you as a player can do though is two fold, if poeple are fighting too fast don't take the hits. Rapid hits to the same location? I'll count that as one. Wrist flicks where the blade moves only like 30 degrees? Call machinegunning and take the first hit maybe. Mangled calls cus thier fighting too fast? Flub. Hit before they finish thier call? Flub. Prety quick people slow down and the fight is more fun for everyone.
Wraith said:May go the other way, too. Lower body means that combat turns into a quick draw contest, whoever spams their attacks first and fastest gets the takedown.
I would tend to say lower body woudl encourage fast hits. Really the system we have right now works very well for keeping combat slow as long as people follow the rules. Clear calls, varried hit location corect arcs of swing all lead to combat at a pretty good pace. Unfortunately in the heat of a big fight a lot of that goes out the window and those rules start to get ignored.