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Hi Chris, yes it is, in my opinion, firstly for the reality, that many assumed kills aren't, and blade based martial arts reflect this.(even if the likelihood is he may die, your assumption should be he hasn't).Chris Ouellet wrote:Is it really necessary to quantify so many situations?
1 solid blow/stab with no response means your dead.
If the opponent does not agree upon the blow being sufficiently solid, your next blow is agreed upon as being able to land with considerably more force.
Pain is generally a good detractor to pride.
Double kills are bad swordsmanship, reset and fight better.
This has personally worked for me.
Sal Bertucci wrote:These rules support sword tag, much like sport fencing. If I'm trying to gather points why would I risk hitting my opponent twice if he can void all my points. Tactically it would be smarter to stay back and sword-snipe. Likewise, someone who wants to "win" will be less likely to grapple b/c then they have a large risk of not just of "not scoring", but of getting "scored on".
Simply edge or point and it must be clearly visible to the judge.Sal Bertucci wrote:Also, there is no mention of where you need to hit with the blade. Does hitting someone with the last inch of the blade on the "off arm" constitute a point? What about the face? What about the back of the leg?
Sal Bertucci wrote:Also, you never mention any of the various possibilities that can be occomplished with the Mortschlag(sp?).
Sal Bertucci wrote:
How big is the arena? What happens if you get out of bounds?
Sal Bertucci wrote:
I can see what the rules are trying to occomplish, but when you have a competition based on points competetive people manipulate the rules for the best chance to win. As such I see it not having the effect that you want, and becoming a game. A violent game that is based on RMA, but still a game.
Sal Bertucci wrote:One other negative thing, there is no mention of who can be a ref, and how you are going to avoid partiality. This is something that you need to consider.
Sal Bertucci wrote:You put a lot of work into this though, and I like the diversity of techniques allowed. I also think that it would work well in a small group and/or occasional use setting. I think this is really useful just as a reference for freeplay as well. Thank you for all the ideas.
Jaron Bernstein wrote:First, let me compliment you on putting considerable thought into the idea. I still think the idea of formal ranking tournaments is a bad idea because is sets us on what is called a conceptual "slippery slope" in American politics towards a place I don't want to see the art go. It may not look bad now, but this path can end up as sport fencing or kendo at some unforeseen point in th future. I am a big supporter of free play/sparring early and often, and the rules you list might be a fine way to regulate free play for you and your training partners. It just seems once you introduce ranking and tournament parameters around any athletic activity you move it more towards a sport. In combative terms, MMA, Judo, Muay Thai and western Boxing are fine sports and excellent means of self defense. But somewhere along the way a bit of baby got lost with the bathwater when it turned into a rules game. I don't want that to happen here.
David Rawlings wrote:Hi Chris, yes it is, in my opinion, firstly for the reality, that many assumed kills aren't, and blade based martial arts reflect this.(even if the likelihood is he may die, your assumption should be he hasn't).
David Rawlings wrote:
Hi Sal, from the testing so far they don't encourage tag, this is because of the follow on step(people that tag tend not to be covering themselves so well). So far in fact we've found the opposite to be true, it's encouraged engagement form some of our more timid members.
David Rawlings wrote:You get the chance to score a second hit knowing you could lose that point if you don't control afterwards, so you will only do so if confident of skill. So in effect you would only risk it, IF you are confident of your skills.
David Rawlings wrote:The grapple rule is there to prevent the large amount of people in competition that are ignoring shots as they run in. that said it is the rule I am most unhappy with. It was a problem however that needed dealing with.
David Rawlings wrote:This is something we need to debate, which is why it's not in, my feeling is that it's got too much potential to go badly wrong in a tournament, I'm willing to be convinced otherwise.
David Rawlings wrote:.
on ring outs:
The proposal is as used by the swedes at swordfish we give a point for ring out(to the party left in he ring of course).
David Rawlings wrote:.
Now outside of being flippant, do you mean you have concerns about the impartiality of people outside your organization?
David Rawlings wrote:Well that's a starting pointWith that in mind lets make them something better.
David Rawlings wrote:Hi, I've been working on several forums for some time, trying to find a sound set of tournament rules that encourage good skill sets, and are fairly impartial. Sadly it's taken me ages to bring it here for which I apologise: the plan is to get our fractured community to input into one project showing how well we can, if we choose, work together.
there are some gaps in these rules so if you see valid additions please say.
Scoring.
In order to score a point you must be able to:
Enter into striking distance.
Strike successfully.
Exit that distance or control the opponent’s weapon.
The point is awarded on completion of these conditions.
You may score by striking any part of the opponent.
A second point can be gained, if while exiting or controlling you strike the struck a second time.
If at any point (before the natural space*1) you are struck in return, you lose the points.
Countering the score.
The struck may rob the you of your point by striking you in return.
He will be allowed a maximum of one step, to do so.
The judge will control the limit of time allowed to strike a return by imposition within the natural space (see note 1).
In order to null the score he must strike to the head or torso (or weapon arm see *2).
Strike values.
The first scoring hit, can be to any part of the head body or limbs.1 point.
To null the score the struck must return a strike as shown below.
If struck in/return strike must be to:
Head /head or torso.
Torso /head or torso
Weapon arm /head or torso
Non weapon bearing limb. /head, torso or weapon arm
Bout durations and limits.
Each bout will consist of 10 exchanges*3.
or a lesser amount of exchanges within a 4 minute limit.
the clock will only be halted in extreme circumstances (eg injury).
The winner will be the party with the most points within these limits.
Double hits
a double hit it when both parties strike with no noticeable gap, (ie less than a second between). A no score is given.
The time out:
If neither party is advancing and the judge deems it necessary a ten second audible count may be given, If no meaningful advance is given within that time a no score is called.
If one party does nothing but retreat the same rule may be applied however the judge may award a single point to the party that was advancing at the beginning of the count. The count will continue until a meaningful action is taken.
Optional rules and fine print
Exchanges
An exchange is from the command to fight, either the first hit, forced ring out, a successful grapple, or man down.
Rule 1 clean strikes and points
A clean strike (a strike capable of scoring) will be:
Any edge, point, or pommel contact on any part of the body, this applies also to buckler strikes, a successful grapple.
Strikes with the flat will not score.
Rule 2 double kills
In the event of a strike being given and a strike being received at or almost at the same time a no score will be awarded regardless of the location struck on either party.
Rule 4 grapples and secures.
A clean take-down grapple (unopposed) will be awarded a full point.
To be clean it must be:
i: unopposed with, no strikes cuts or thrusts contacting the grappler.
ii: result in one party being taken to the ground with and one still standing,
A grapple that ends with both parties on the floor will be given no points and the fight will be reset.
A pommel strike counter is not regarded as opposition, but will be awarded as a double kill.
any unresolved standing grapple will be halted after five seconds.
Any grapple taken to the floor must abide by the above rules must be done with minimum force and maximum control.
failure to grapple safely will result in disqualification.
IF the grappler is struck by any part of the blade on entering, he does not score the point, the point being scored instead by the grappler’s opponent.
Arm grapples and weapon secures
If a weapon arm/stationary weapon, is secured* and a blow delivered, with no counter blow received, a full point will be awarded, upon the release of the arm/weapon, no returning cut is allowed.
*a secure: may be:
i: a grip on the arm, or stationary weapon
ii: a trap/pin, of said items with either arm, hand, or buckler
in all cases the motion of the weapon must be visibly halted for the grapple/secure to be considered “on”.
Rule five
If a pommel strike (/buckler strike/punch/butt) is given unopposed a point will be awarded.
If struck by the blade in return the score is given to the to the blade strike (on successfully achieving natural space, or weapon control).
If like is countered with like (or any of the four interchanged) the score is null (no points)
The limb interrupt.
If a strike or would have struck either head torso or weapon arm, and and another limb is placed in its path, the strike is deemed to have hit the original target.
This also applies to:
pushing the limbs against the blade to force through an attack.
Grasping or grappling a moving blade.
Note.
*1:Natural space:
Natural space is the gap created when one party flees back, or out beyond striking distance. and the other party does not pursue them
* 2: Non threatening cuts, if in the exchange one party strikes to the non weapon bearing limb, he may be struck in return to the body head or the weapon bearing limb. This is to encourage proof that he has chosen a finishing*4 attack.
*3 in the final and semi final, exchange number may be increased.
*4 finishing attack, an attack that would either: stop the fight immediately or within a very short time.
Any input is welcome I do appreciate you taking the timeChris Ouellet wrote:Understand that I'm still a relative outsider to WMA, I've been looking more closely as English longsword recently but I don't have a lot of experience with it. I do however have considerable experience with asian styles (Korean most specifically).
while that does lead to an interesting point, what if both run in to grapple and get struck?Chris Ouellet wrote:My experience with sparring to two un-answered hits is it results in a whole lot of bruising and grappling. Bruising because people move faster, with less control, when there's incentive to hit more than once. Grappling because distance can break more readily.
Agreed and agreed.Chris Ouellet wrote:
I agree with you that all sparring is in the end, a game, it's however the intent which distinguishes sport from sparring and a very specific set of rules are often the dividing line.
That being said, the best way to test any set of rules in a game is to see what breaks them.
Chris Ouellet wrote:
I see a few issues that may/may not break your rules:
#1 the definition of what a clean strike lends itself to ineffective tapping, slices, think Olympic fencing with two finger blade control..
Chris Ouellet wrote:
#2 it's unclear if the opponent must willingly take a step to nullify his chance to strike back, does pushing an opponent count as grappling? If not, and the opponent is forced to take two steps back does he negate his counter window? Already I'm enjoying this as one of the most observant replies I've ever had:)
More a case of he should step and strike back as a matter of course(my opinion is any amount of techniques within one step as the striker is supposed to have controlled as stated before) couple of reasons 1 the competitors don't call the hits the judges do, so if a does a flicky tap, party b should still step and fight.(if he strikes to the wrong location and a hit is called against him, tough)
2 this forces A to display something other than simple all out attack.
On pushing back
We have been discussing this is light of traps and pins and controlling binds with the rapier/longsword. Do we give the pinned party 2(rearwards tending to be shorter or weaker) steps back to disengage and strike, this taking the place of the one forward?Chris Ouellet wrote:
#3 To "break" these rules I would personally simply cut as fast as I can repeatedly, and because my cut is very fast I stand a good chance of landing a blow and tying up some sort of reply in a bind by pure dumb luck rather than deliberate intent.
.
We've tried that, you should end up losing you points if you come against someone with better skills, if you do it well though there is nothing wrong with hitting twice in the same place and controlling the opponent. Two zwerch to the same side works lovely sometimes, so does a zucken to the same side(zorn twitch zorn) nowt wrong with that, if you display greater skill.Chris Ouellet wrote:Ex: I cut to the head, since by the rules you have to reply to the head/torso, I just cut again as fast as possible in the same vicinity and chances are good our blades will meet, if they don't, no loss, I cut again to the head... the unfortunate consequence may be that kendoka find the competition very appealing because they tap, push and cut repeatedly to the head which often randomly enter a bind (firsthand experience tells me so).
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