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Cambridge University Treasure Trap
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Cambridge University Treasure Trap Annual General Meeting 2011
Annual General Meeting 2011
 
   
 
==1) Treasurer's Report==
 
==1) Treasurer's Report==
The society is doing well this year - better than last year, partly
+
The society is doing well this year - better than last year, partly because we don't have as much expense for hiring a 3YGB site.
because we don't have as much expense for hiring a 3YGB site.
 
   
 
==2) State of the Society==
 
==2) State of the Society==
Line 10: Line 8:
   
 
==3) Election of new Exec==
 
==3) Election of new Exec==
There were no nominations before the AGM. The following were nominated
+
There were no nominations before the AGM. The following were nominated at the AGM and elected for 2011/12:
at the AGM and elected for 2011/12:
 
   
President: David Birch
+
*President: David Birch
Secretary: Rowena Paren
+
*Secretary: Rowena Paren
Treasurer: Megan Williams
+
*Treasurer: Megan Williams
   
 
Keeper of the Vaults: Geoffrey Willoughby
 
Keeper of the Vaults: Geoffrey Willoughby
Line 22: Line 19:
 
The following were nominated at the AGM and elected for 2011/12:
 
The following were nominated at the AGM and elected for 2011/12:
   
Banquet Minions: David Proctor and Rosemary Warner
+
*Banquet Minions: David Proctor and Rosemary Warner
Safety Officer: David Proctor
+
*Safety Officer: David Proctor
   
 
==5) Election of ref team==
 
==5) Election of ref team==
Some nominations were received by the current ref team before the AGM,
+
Some nominations were received by the current ref team before the AGM, and these were presented at the AGM and elected for 2011/12:
and these were presented at the AGM and elected for 2011/12:
 
   
 
Head Ref: Corin Jeffcock
 
Head Ref: Corin Jeffcock
   
 
Other Refs:
 
Other Refs:
Tea Kew
+
*Tea Kew
Andrew Mason (Michaelmas 2011, potentially later terms)
+
*Andrew Mason (Michaelmas 2011, potentially later terms)
Megan Williams (Michaelmas 2011, potentially later terms)
+
*Megan Williams (Michaelmas 2011, potentially later terms)
Ellie Schlappa (Lent and Easter 2012 if in Cambridge)
+
*Ellie Schlappa (Lent and Easter 2012 if in Cambridge)
   
There was a request for more volunteers to referee. Steph Leddington
+
There was a request for more volunteers to referee. Steph Leddington volunteered; the new ref team will need to be ratified at an EGM, which will be called later this term.
volunteered; the new ref team will need to be ratified at an EGM,
 
which will be called later this term.
 
   
 
==6) Motions==
 
==6) Motions==
 
 
===0. Investigate change from NatWest===
 
===0. Investigate change from NatWest===
  +
The Keeper of the Vaults (Geoffrey Willoughby) proposed that, due to the repeated difficulty of changing signatories on the Society bank account, he be allowed to investigate the possibility of moving the Society's account from Natwest, and be able to change the constitution appropriately (it currently specifies Natwest) if the results show there is a better alternative.
The Keeper of the Vaults (Geoffrey Willoughby) proposed that, due
 
to the repeated difficulty of changing signatories on the Society bank
 
account, he be allowed to investigate the possibility of moving the
 
Society's account from Natwest, and be able to change the
 
constitution appropriately (it currently specifies Natwest) if the
 
results show there is a better alternative.
 
   
 
This motion PASSED by overwhelming majority.
 
This motion PASSED by overwhelming majority.
 
----
 
   
 
===1. Clarify: Whether [MODIFIER] NOTHING breaks halt===
 
===1. Clarify: Whether [MODIFIER] NOTHING breaks halt===
  +
Proposer: Drac
   
Proposer: Drac
 
 
Seconder: Tea
 
Seconder: Tea
   
Clarify this by changing the wording of the HALT call in the system
+
Clarify this by changing the wording of the HALT call in the system calls page to:
calls page to:
 
   
  +
''You must stop moving immediately, for N seconds. If an effect, or any damage call apart from NOTHING strikes you while you are under the effect, this effect is broken. This is very strict, so a RED NOTHING will break HALT on anyone, even a pyrokin, as it is not a "NOTHING". This includes calls such as STRIKEDOWN or REPEL that may do no damage, but are not NOTHING. {Rest of halt wording from You retain the ability.... onwards}''
You must stop moving immediately, for N seconds. If an effect, or
 
any damage call apart from NOTHING strikes you while you are under the
 
effect, this effect is broken. This is very strict, so a RED NOTHING
 
will break HALT on anyone, even a pyrokin, as it is not a "NOTHING".
 
This includes calls such as STRIKEDOWN or REPEL that may do no damage,
 
but are not NOTHING. {Rest of halt wording from You retain the
 
ability.... onwards}
 
   
 
Or
 
Or
   
  +
''You must stop moving immediately, for N seconds. If an effect, or any damage call apart from [MODIFIER] NOTHING strikes you while you are under the effect, this effect is broken. This is very strict, so a [COLOUR/MAGIC/SPIRIT/SUBDUE etc...] NOTHING will not break halt unless you are vulnerable to that modifier (and thus the damage is upgaded to HALF, which is not nothing). This includes calls such as STRIKEDOWN or REPEL that may do no damage, but are not NOTHING. {Rest of halt wording from You retain the ability.... onwards}''
You must stop moving immediately, for N seconds. If an effect, or
 
any damage call apart from [MODIFIER] NOTHING strikes you while you
 
are under the effect, this effect is broken. This is very strict, so a
 
[COLOUR/MAGIC/SPIRIT/SUBDUE etc...] NOTHING will not break halt unless
 
you are vulnerable to that modifier (and thus the damage is upgaded to
 
HALF, which is not nothing). This includes calls such as STRIKEDOWN or
 
REPEL that may do no damage, but are not NOTHING. {Rest of halt
 
wording from You retain the ability.... onwards}
 
 
Original text: You must stop moving immediately, for N seconds. If
 
struck by any damage call apart from NOTHING, this effect is broken.
 
You retain the ability to keep...
 
   
  +
Original text: ''You must stop moving immediately, for N seconds. If struck by any damage call apart from NOTHING, this effect is broken. You retain the ability to keep...''
--
 
   
This motion was discussed at length. A proposal was made to postpone
+
This motion was discussed at length. A proposal was made to postpone further discussion or voting on this to the EGM that will be called.
further discussion or voting on this to the EGM that will be called.
 
   
 
The proposal to postpone PASSED by overwhelming majority.
 
The proposal to postpone PASSED by overwhelming majority.
 
----
 
   
 
===2. Proposal: Unify breaking HALT and interrupting casting rules.===
 
===2. Proposal: Unify breaking HALT and interrupting casting rules.===
  +
Proposer: Drac
   
Proposer: Drac
 
 
Seconder: Tea
 
Seconder: Tea
   
  +
The mechanics of what breaks HALT and what interrupts spell/miracle casting imply that they are the same: e.g. any call that is not NOTHING. However they have had separate clarifications noted on the website, leading to them possibly being interpreted differently. I propose explicitly unifying what breaks halt and what interupts spell/miracle casting to whichever outcome is voted on in the "Clarify: Whether [MODIFIER] NOTHING breaks halt" motion above.
The mechanics of what breaks HALT and what interrupts spell/miracle
 
casting imply that they are the same: e.g. any call that is not
 
NOTHING. However they have had separate clarifications noted on the
 
website, leading to them possibly being interpreted differently. I
 
propose explicitly unifying what breaks halt and what interupts
 
spell/miracle casting to whichever outcome is voted on in the
 
"Clarify: Whether [MODIFIER] NOTHING breaks halt" motion above.
 
 
--
 
   
 
This motion PASSED with 16 for, 3 against and 8 abstaining.
 
This motion PASSED with 16 for, 3 against and 8 abstaining.
 
----
 
   
 
===3. Proposal: Unify armour physrep rules===
 
===3. Proposal: Unify armour physrep rules===
  +
Proposer: Dave P
   
Proposer: Dave P
 
 
Seconder: Rowena
 
Seconder: Rowena
   
 
Change the armour physrep rules to unify so that specifically:
 
Change the armour physrep rules to unify so that specifically:
   
1-2 point armour can have the same physrep - predominantly
+
1-2 point armour can have the same physrep - predominantly leather/fur/padding (anything that shows you're making an effort). 3-4 point armour can have the same physrep - predominantly metal: either plate, chain or ringmail.
leather/fur/padding (anything that shows you're making an effort).
 
3-4 point armour can have the same physrep - predominantly metal:
 
either plate, chain or ringmail.
 
   
This does not change the fact that 2 point armour is considered to
+
This does not change the fact that 2 point armour is considered to have enough metal to be a suit of studded leather and have the usual effects on casting, etc.
have enough metal to be a suit of studded leather and have the usual
 
effects on casting, etc.
 
   
Rationale: people don't want to have to buy different physreps when
+
Rationale: people don't want to have to buy different physreps when they go up a point of armour. There have been various refcalls over the years about whether chain over padding can count as 4 rather than 3 etc. and what makes a suit of studded leather studded...
they go up a point of armour. There have been various refcalls over
 
the years about whether chain over padding can count as 4 rather than
 
3 etc. and what makes a suit of studded leather studded...
 
 
--
 
   
 
This motion PASSED with 12 for, 5 against and 10 abstaining.
 
This motion PASSED with 12 for, 5 against and 10 abstaining.
Line 141: Line 86:
 
===4. Proposal: Brawling to become a General Skill===
 
===4. Proposal: Brawling to become a General Skill===
 
Proposer: Rowena Paren
 
Proposer: Rowena Paren
  +
 
Seconder: Chevron Begley
 
Seconder: Chevron Begley
   
Brawling becomes a general skill with no prerequisites. It is by
+
Brawling becomes a general skill with no prerequisites. It is by corollary removed as a skill from the Warrior and Subterfuge skill trees.
corollary removed as a skill from the Warrior and Subterfuge skill
 
trees.
 
   
[If this does not pass: see next motion about adding it to Wilderness
+
[If this does not pass: see next motion about adding it to Wilderness requiring Weapon Comp. I]
requiring Weapon Comp. I]
 
 
--
 
   
 
This motion PASSED with 18 for, 5 against and 7 abstaining.
 
This motion PASSED with 18 for, 5 against and 7 abstaining.
   
=== 5. Proposal: Introduce Brawling into the Wilderness tree, with the
+
===5. Proposal: Introduce Brawling into the Wilderness tree, with the prereq of Weapon Competency I===
  +
Proposer: Locksmith
prereq of Weapon Competency I ===
 
   
Proposer: Locksmith
 
 
Seconder: Porange
 
Seconder: Porange
   
  +
It makes no sense that Wilderness characters can't buy Brawling. Like Subterfuge and Warrior, it's a tree that grants combat skills, and both Subterfuge and Warrior get Brawling. If anything it makes more sense for Wilderness to have brawling - surely someone who's good at sneaking through trees should be good at using improvised weaponry? It doesn't break anything, and would make Wilderness more fun. Having to multiclass just in order to be able to punch someone when you can already hit people with a big stick seems silly.
It makes no sense that Wilderness characters can't buy Brawling. Like
 
Subterfuge and Warrior, it's a tree that grants combat skills, and
 
both Subterfuge and Warrior get Brawling. If anything it makes more
 
sense for Wilderness to have brawling - surely someone who's good at
 
sneaking through trees should be good at using improvised weaponry? It
 
doesn't break anything, and would make Wilderness more fun. Having to
 
multiclass just in order to be able to punch someone when you can
 
already hit people with a big stick seems silly.
 
   
  +
Because motion 4 passed and thus made Brawling a general skill, this motion was not discussed.
--
 
 
Because motion 4 passed and thus made Brawling a general skill, this
 
motion was not discussed.
 
 
----
 
   
 
===6. Proposal: put buckler-use into the Subterfuge and Wilderness trees===
 
===6. Proposal: put buckler-use into the Subterfuge and Wilderness trees===
  +
Proposer: Canashir
   
Proposer: Canashir
 
 
Seconder: Tea
 
Seconder: Tea
   
Details: define a buckler as any round shield up to 20” or shield of
+
Details: define a buckler as any round shield up to 20” or shield of equivalent area.
equivalent area.
 
   
Buckler use could be added into the Subterfuge Streetfighter skill and
+
Buckler use could be added into the Subterfuge Streetfighter skill and Wilderness Weapon Competency skill, or could be a separate skill with Streetfighter-I or Weapon-Competency-I as prereqs (in which case it should cost 6pts for Wilderness, less for Subterfuge since Streetfighter allows an offhand cosh already).
Wilderness Weapon Competency skill, or could be a separate skill with
 
Streetfighter-I or Weapon-Competency-I as prereqs (in which case it
 
should cost 6pts for Wilderness, less for Subterfuge since
 
Streetfighter allows an offhand cosh already).
 
 
--
 
   
 
This motion FAILED with 8 for, 11 against and 9 abstaining.
 
This motion FAILED with 8 for, 11 against and 9 abstaining.
 
----
 
   
 
===7. Proposal: broaden Staff Use for Wilderness characters===
 
===7. Proposal: broaden Staff Use for Wilderness characters===
  +
Proposer: Andy
   
Proposer: Andy
 
 
Seconder: Tea
 
Seconder: Tea
   
 
====a) Broaden "Staff" to "2H Weapon" in Weapon Competency 2====
 
====a) Broaden "Staff" to "2H Weapon" in Weapon Competency 2====
 
 
If a) fails then
 
If a) fails then
   
 
====b) Broaden "Staff" to "thematically appropriate 2H weapons" (ref call)====
 
====b) Broaden "Staff" to "thematically appropriate 2H weapons" (ref call)====
   
  +
Motion (a) PASSED with 13 for, 3 against and 12 abstaining. Because motion (a) passed, motion (b) was not discussed.
--
 
 
Motion (a) PASSED with 13 for, 3 against and 12 abstaining.
 
Because motion (a) passed, motion (b) was not discussed.
 
 
----
 
   
 
===8. Proposal: Replace DETECT DISEASE at FA 3 with RECOGNISE DISEASE===
 
===8. Proposal: Replace DETECT DISEASE at FA 3 with RECOGNISE DISEASE===
  +
Proposer: Locksmith
   
Proposer: Locksmith
 
 
Seconder: Chevron
 
Seconder: Chevron
   
  +
This is silly as it stands on the website. For one thing, every time I have ever seen this skill used in practice, it's been with the result that the person using the skill gets info about the disease in question - for all practical purposes the call is already REC DISEASE. For another thing, it implies that nobody else is ever able to tell that another character or NPC is ill, even if they're green, vomiting copiously and oozing gunk from the entirety of their face.
This is silly as it stands on the website. For one thing, every time I
 
have ever seen this skill used in practice, it's been with the result
 
that the person using the skill gets info about the disease in
 
question - for all practical purposes the call is already REC DISEASE.
 
For another thing, it implies that nobody else is ever able to tell
 
that another character or NPC is ill, even if they're green, vomiting
 
copiously and oozing gunk from the entirety of their face.
 
 
--
 
   
 
This motion PASSED by overwhelming majority.
 
This motion PASSED by overwhelming majority.
 
----
 
   
 
===9. Proposal: New Wilderness skill: Take Cover===
 
===9. Proposal: New Wilderness skill: Take Cover===
  +
Proposer: Locksmith
   
Proposer: Locksmith
 
 
Seconder: Canashir
 
Seconder: Canashir
   
 
Why:
 
Why:
   
  +
I think this skill would give scouts something fun and cinematic that's a combat advantage, while preserving the flavour of the class and not muscling in on Warrior or Subterfuge. Given the issues with bows, I think casters can stand to lose some of their advantage over scouts, and as it imposes a disadvantage in the strikedown, I don't think it would tread on the toes of alchemists. Have altered to once per encounter rather than once per day on comparison with blindfighting and DAC. I suggest it should work on MASS and WIDE calls, as taking a strikedown is a significant combat disadvantage where simply negating the ranged call isn't.
I think this skill would give scouts something fun and cinematic
 
that's a combat advantage, while preserving the flavour of the class
 
and not muscling in on Warrior or Subterfuge. Given the issues with
 
bows, I think casters can stand to lose some of their advantage over
 
scouts, and as it imposes a disadvantage in the strikedown, I don't
 
think it would tread on the toes of alchemists. Have altered to once
 
per encounter rather than once per day on comparison with
 
blindfighting and DAC. I suggest it should work on MASS and WIDE
 
calls, as taking a strikedown is a significant combat disadvantage
 
where simply negating the ranged call isn't.
 
   
 
Description:
 
Description:
   
This skill would permit a Wilderness character to choose to take a
+
This skill would permit a Wilderness character to choose to take a durationless STRIKEDOWN instead of a single ranged damage call, including arrows and thrown weapons, once per encounter for every four levels bought, a la skills like Agility. This works on MASS and WIDE calls as well as targetted ones.
durationless STRIKEDOWN instead of a single ranged damage call,
 
including arrows and thrown weapons, once per encounter for every four
 
levels bought, a la skills like Agility. This works on MASS and WIDE
 
calls as well as targetted ones.
 
 
--
 
   
 
This motion FAILED with 9 for, 10 against and 10 abstaining.
 
This motion FAILED with 9 for, 10 against and 10 abstaining.
 
----
 
   
 
===10. Proposal: New Wilderness Skill: Surefootedness===
 
===10. Proposal: New Wilderness Skill: Surefootedness===
  +
Proposer: Locksmith
   
Proposer: Locksmith
 
 
Seconder: Canashir
 
Seconder: Canashir
   
 
Why:
 
Why:
   
  +
Scouts are used to rough terrain and have good balance, so it stands to reason that they should be more difficult to knock over than most people. This would be very useful in some situations, and not useful the rest of the time, which I think makes for fun tactical decisions deciding whether to use it or not. It doesn't muscle in on Warrior or Subterfuge while making Wilderness more combat-capable in a way unique to the class, which I think is an advantage. Given the prereqs, I don't think it would muscle in on alchemical buffs, and casters could stand to lose some of their advantage over scouts.
Scouts are used to rough terrain and have good balance, so it stands
 
to reason that they should be more difficult to knock over than most
 
people. This would be very useful in some situations, and not useful
 
the rest of the time, which I think makes for fun tactical decisions
 
deciding whether to use it or not. It doesn't muscle in on Warrior or
 
Subterfuge while making Wilderness more combat-capable in a way unique
 
to the class, which I think is an advantage. Given the prereqs, I
 
don't think it would muscle in on alchemical buffs, and casters could
 
stand to lose some of their advantage over scouts.
 
   
 
Description:
 
Description:
   
  +
This skill would allow a Wilderness character to choose to call NEGATE or TAKEN, as appropriate, to a single STRIKEDOWN call of any duration, once per encounter. The skill would have three ranks, requiring Wilderness II for Surefootedness I, Wilderness IV for Surefootedness II, and Wilderness VI for Surefootedness III. Each level would be 5xp, given the prereqs will prevent double-buying. These effects explicitly do NOT stack with each other: with Surefootedness III, should a WIDE, a MASS and a targetted STRIKEDOWN all occur in the same encounter, I may only choose to call TAKEN (or NEGATE, as appropriate) to one of them.
This skill would allow a Wilderness character to choose to call NEGATE
 
or TAKEN, as appropriate, to a single STRIKEDOWN call of any duration,
 
once per encounter. The skill would have three ranks, requiring
 
Wilderness II for Surefootedness I, Wilderness IV for Surefootedness
 
II, and Wilderness VI for Surefootedness III. Each level would be 5xp,
 
given the prereqs will prevent double-buying. These effects explicitly
 
do NOT stack with each other: with Surefootedness III, should a WIDE,
 
a MASS and a targetted STRIKEDOWN all occur in the same encounter, I
 
may only choose to call TAKEN (or NEGATE, as appropriate) to one of
 
them.
 
   
  +
Surefootedness I: Once per encounter, you may call TAKEN to one call of WIDE STRIKEDOWN, of any duration. Surefootedness II: Once per encounter, you may call TAKEN to one call of MASS STRIKEDOWN, of any duration. Surefootedness III: Once per encounter, you may call either NEGATE or TAKEN, as appropriate, to one targetted call of STRIKEDOWN, of any duration. This includes STRIKEDOWNs delivered by arrow, thrown weapon, weapon blow or casting.
Surefootedness I: Once per encounter, you may call TAKEN to one call
 
of WIDE STRIKEDOWN, of any duration.
 
Surefootedness II: Once per encounter, you may call TAKEN to one call
 
of MASS STRIKEDOWN, of any duration.
 
Surefootedness III: Once per encounter, you may call either NEGATE or
 
TAKEN, as appropriate, to one targetted call of STRIKEDOWN, of any
 
duration. This includes STRIKEDOWNs delivered by arrow, thrown weapon,
 
weapon blow or casting.
 
   
  +
Should the call of STRIKEDOWN be combined with any other system call to which you are not immune, you may call TAKEN to the strikedown, but should take the other effects of the call as appropriate. eg. with Surefootedness II, should the call "MASS SPIRIT HEX THROUGH STRIKEDOWN" be called when I am in range, I may choose to call TAKEN to the STRIKEDOWN, but my character must still take the SPIRIT HEX THROUGH.
Should the call of STRIKEDOWN be combined with any other system call
 
to which you are not immune, you may call TAKEN to the strikedown, but
 
should take the other effects of the call as appropriate. eg. with
 
Surefootedness II, should the call "MASS SPIRIT HEX THROUGH
 
STRIKEDOWN" be called when I am in range, I may choose to call TAKEN
 
to the STRIKEDOWN, but my character must still take the SPIRIT HEX
 
THROUGH.
 
   
 
====a) SUBSIDIARY MOTION====
 
====a) SUBSIDIARY MOTION====
   
Should the above fail, vote on the same motion but with the ranks
+
Should the above fail, vote on the same motion but with the ranks reversed, ie with targetted negation at rank 1, MASS at rank 2 and WIDE at rank 3.
reversed, ie with targetted negation at rank 1, MASS at rank 2 and
 
WIDE at rank 3.
 
   
 
====b) SUBSIDIARY MOTION====
 
====b) SUBSIDIARY MOTION====
Line 322: Line 176:
 
Should either of the above pass, vote on the following:
 
Should either of the above pass, vote on the following:
   
Surefootedness IV, prereq Wilderness VIII, 5xp: You are immune to
+
Surefootedness IV, prereq Wilderness VIII, 5xp: You are immune to strikedown. Call TAKEN or NEGATE as appropriate. Should the call of STRIKEDOWN be combined with any other system call to which you are not immune, you may call TAKEN to the strikedown, but should take the other effects of the call as appropriate.
strikedown. Call TAKEN or NEGATE as appropriate. Should the call of
 
STRIKEDOWN be combined with any other system call to which you are not
 
immune, you may call TAKEN to the strikedown, but should take the
 
other effects of the call as appropriate.
 
   
  +
The first part of this motion PASSED with 13 for, 2 against and 11 abstaining. Because the first part of the motion passed, motion (a) was not discussed. Motion (b) PASSED with 11 for, 1 against and 12 abstaining.
--
 
 
The first part of this motion PASSED with 13 for, 2 against and 11 abstaining.
 
Because the first part of the motion passed, motion (a) was not discussed.
 
Motion (b) PASSED with 11 for, 1 against and 12 abstaining.
 
 
----
 
   
 
===11. Proposal: Wilderness Doubles===
 
===11. Proposal: Wilderness Doubles===
  +
Proposer: Tim Baker
   
Proposer: Tim Baker
 
 
Seconder: Rowena Paren
 
Seconder: Rowena Paren
   
 
Weapon Expertise
 
Weapon Expertise
   
I would propose a new skill be added to the Wilderness Tree at Level
+
I would propose a new skill be added to the Wilderness Tree at Level 6. This skill would also have a pre-requisite of Weapon Competence 4. Cost: 10 XP.
6. This skill would also have a pre-requisite of Weapon Competence 4.
 
Cost: 10 XP.
 
   
This skill allows the user to call 'double' with any single handed
+
This skill allows the user to call 'double' with any single handed weapon between 24 and 36 inches long. This does not stack with any benefits gained from Melee or Street Fighter.
weapon between 24 and 36 inches long. This does not stack with any
 
benefits gained from Melee or Street Fighter.
 
   
If any AGM motion passes to allow Wilderness characters to use
+
If any AGM motion passes to allow Wilderness characters to use two-handed weapons as well as staves, this skill would also allow them to call Double with two-handed weapons of up to 60 inches.
two-handed weapons as well as staves, this skill would also allow them
 
to call Double with two-handed weapons of up to 60 inches.
 
 
--
 
   
 
This motion PASSED with 18 for, 1 against and 5 abstaining.
 
This motion PASSED with 18 for, 1 against and 5 abstaining.
 
----
 
   
 
===12. Proposal: Brawling by Touch===
 
===12. Proposal: Brawling by Touch===
  +
Proposer: Andy
   
Proposer: Andy
 
 
Seconder: Tea
 
Seconder: Tea
   
Change the OC mechanism for brawling from its current form (punches
+
Change the OC mechanism for brawling from its current form (punches ending 6 inches from target) to "touch upper arm" subject to testing at a weapon practice, note that improvised weapons would not be affected by this.
ending 6 inches from target) to "touch upper arm" subject to testing
 
at a weapon practice, note that improvised weapons would not be
 
affected by this.
 
   
  +
This motion FAILED with 5 for, 14 against and 6 abstaining. It was suggested that the testing at weapons practice be done and then a proposal could be brought to the EGM or a later AGM.
--
 
 
This motion FAILED with 5 for, 14 against and 6 abstaining. It was
 
suggested that the testing at weapons practice be done and then a
 
proposal could be brought to the EGM or a later AGM.
 
 
----
 
   
 
===13. Remove hit doubling===
 
===13. Remove hit doubling===
  +
Proposer: David Proctor
   
Proposer: David Proctor
 
 
Seconder: Rowena Paren
 
Seconder: Rowena Paren
   
Remove hit doubling on the torso and head. People start on 2/2,
+
Remove hit doubling on the torso and head. People start on 2/2, progress to 3/3 with the hit skills as usual. Frail people, elves, kender etc. start on 2/1 and progress to 3/2, etc.
progress to 3/3 with the hit skills as usual. Frail people, elves,
 
kender etc. start on 2/1 and progress to 3/2, etc.
 
 
Allow, as part of this motion, the balancing of Direct Damage, against
 
the new numbers of body hits. There are notes at the end of this list
 
of motions with some suggestions on rebalancing - these are *not*
 
intended as part of the motion but a suggested starting point should
 
the motion pass.
 
   
  +
Allow, as part of this motion, the balancing of Direct Damage, against the new numbers of body hits. There are notes at the end of this list of motions with some suggestions on rebalancing - these are *not* intended as part of the motion but a suggested starting point should the motion pass.
--
 
   
There was considerable discussion over this point. A suggestion was
+
There was considerable discussion over this point. A suggestion was made to vote on the motion as written, then if it failed to vote on the motion with the starting hit numbers changed from 2/2 and 2/1 to 3/3 and 2/2.
made to vote on the motion as written, then if it failed to vote on
 
the motion with the starting hit numbers changed from 2/2 and 2/1 to
 
3/3 and 2/2.
 
   
The original motion FAILED with 7 for, 15 against and 6 abstaining.
+
The original motion FAILED with 7 for, 15 against and 6 abstaining. The modified motion (with 3/3 and 2/2 as starting hit totals) PASSED with 16 for, 8 against and 4 abstaining. There were queries about who would come up with a proposed rebalancing of direct damage skills; Rowena Paren volunteered to do this.
The modified motion (with 3/3 and 2/2 as starting hit totals) PASSED
 
with 16 for, 8 against and 4 abstaining.
 
There were queries about who would come up with a proposed rebalancing
 
of direct damage skills; Rowena Paren volunteered to do this.
 

Latest revision as of 19:43, 17 July 2016

Cambridge University Treasure Trap Annual General Meeting 2011

1) Treasurer's Report

The society is doing well this year - better than last year, partly because we don't have as much expense for hiring a 3YGB site.

2) State of the Society

The president thanked people.

3) Election of new Exec

There were no nominations before the AGM. The following were nominated at the AGM and elected for 2011/12:

  • President: David Birch
  • Secretary: Rowena Paren
  • Treasurer: Megan Williams

Keeper of the Vaults: Geoffrey Willoughby

4) Election of other committee members

The following were nominated at the AGM and elected for 2011/12:

  • Banquet Minions: David Proctor and Rosemary Warner
  • Safety Officer: David Proctor

5) Election of ref team

Some nominations were received by the current ref team before the AGM, and these were presented at the AGM and elected for 2011/12:

Head Ref: Corin Jeffcock

Other Refs:

  • Tea Kew
  • Andrew Mason (Michaelmas 2011, potentially later terms)
  • Megan Williams (Michaelmas 2011, potentially later terms)
  • Ellie Schlappa (Lent and Easter 2012 if in Cambridge)

There was a request for more volunteers to referee. Steph Leddington volunteered; the new ref team will need to be ratified at an EGM, which will be called later this term.

6) Motions

0. Investigate change from NatWest

The Keeper of the Vaults (Geoffrey Willoughby) proposed that, due to the repeated difficulty of changing signatories on the Society bank account, he be allowed to investigate the possibility of moving the Society's account from Natwest, and be able to change the constitution appropriately (it currently specifies Natwest) if the results show there is a better alternative.

This motion PASSED by overwhelming majority.

1. Clarify: Whether [MODIFIER] NOTHING breaks halt

Proposer: Drac

Seconder: Tea

Clarify this by changing the wording of the HALT call in the system calls page to:

You must stop moving immediately, for N seconds. If an effect, or any damage call apart from NOTHING strikes you while you are under the effect, this effect is broken. This is very strict, so a RED NOTHING will break HALT on anyone, even a pyrokin, as it is not a "NOTHING". This includes calls such as STRIKEDOWN or REPEL that may do no damage, but are not NOTHING. {Rest of halt wording from You retain the ability.... onwards}

Or

You must stop moving immediately, for N seconds. If an effect, or any damage call apart from [MODIFIER] NOTHING strikes you while you are under the effect, this effect is broken. This is very strict, so a [COLOUR/MAGIC/SPIRIT/SUBDUE etc...] NOTHING will not break halt unless you are vulnerable to that modifier (and thus the damage is upgaded to HALF, which is not nothing). This includes calls such as STRIKEDOWN or REPEL that may do no damage, but are not NOTHING. {Rest of halt wording from You retain the ability.... onwards}

Original text: You must stop moving immediately, for N seconds. If struck by any damage call apart from NOTHING, this effect is broken. You retain the ability to keep...

This motion was discussed at length. A proposal was made to postpone further discussion or voting on this to the EGM that will be called.

The proposal to postpone PASSED by overwhelming majority.

2. Proposal: Unify breaking HALT and interrupting casting rules.

Proposer: Drac

Seconder: Tea

The mechanics of what breaks HALT and what interrupts spell/miracle casting imply that they are the same: e.g. any call that is not NOTHING. However they have had separate clarifications noted on the website, leading to them possibly being interpreted differently. I propose explicitly unifying what breaks halt and what interupts spell/miracle casting to whichever outcome is voted on in the "Clarify: Whether [MODIFIER] NOTHING breaks halt" motion above.

This motion PASSED with 16 for, 3 against and 8 abstaining.

3. Proposal: Unify armour physrep rules

Proposer: Dave P

Seconder: Rowena

Change the armour physrep rules to unify so that specifically:

1-2 point armour can have the same physrep - predominantly leather/fur/padding (anything that shows you're making an effort). 3-4 point armour can have the same physrep - predominantly metal: either plate, chain or ringmail.

This does not change the fact that 2 point armour is considered to have enough metal to be a suit of studded leather and have the usual effects on casting, etc.

Rationale: people don't want to have to buy different physreps when they go up a point of armour. There have been various refcalls over the years about whether chain over padding can count as 4 rather than 3 etc. and what makes a suit of studded leather studded...

This motion PASSED with 12 for, 5 against and 10 abstaining.

4. Proposal: Brawling to become a General Skill

Proposer: Rowena Paren

Seconder: Chevron Begley

Brawling becomes a general skill with no prerequisites. It is by corollary removed as a skill from the Warrior and Subterfuge skill trees.

[If this does not pass: see next motion about adding it to Wilderness requiring Weapon Comp. I]

This motion PASSED with 18 for, 5 against and 7 abstaining.

5. Proposal: Introduce Brawling into the Wilderness tree, with the prereq of Weapon Competency I

Proposer: Locksmith

Seconder: Porange

It makes no sense that Wilderness characters can't buy Brawling. Like Subterfuge and Warrior, it's a tree that grants combat skills, and both Subterfuge and Warrior get Brawling. If anything it makes more sense for Wilderness to have brawling - surely someone who's good at sneaking through trees should be good at using improvised weaponry? It doesn't break anything, and would make Wilderness more fun. Having to multiclass just in order to be able to punch someone when you can already hit people with a big stick seems silly.

Because motion 4 passed and thus made Brawling a general skill, this motion was not discussed.

6. Proposal: put buckler-use into the Subterfuge and Wilderness trees

Proposer: Canashir

Seconder: Tea

Details: define a buckler as any round shield up to 20” or shield of equivalent area.

Buckler use could be added into the Subterfuge Streetfighter skill and Wilderness Weapon Competency skill, or could be a separate skill with Streetfighter-I or Weapon-Competency-I as prereqs (in which case it should cost 6pts for Wilderness, less for Subterfuge since Streetfighter allows an offhand cosh already).

This motion FAILED with 8 for, 11 against and 9 abstaining.

7. Proposal: broaden Staff Use for Wilderness characters

Proposer: Andy

Seconder: Tea

a) Broaden "Staff" to "2H Weapon" in Weapon Competency 2

If a) fails then

b) Broaden "Staff" to "thematically appropriate 2H weapons" (ref call)

Motion (a) PASSED with 13 for, 3 against and 12 abstaining. Because motion (a) passed, motion (b) was not discussed.

8. Proposal: Replace DETECT DISEASE at FA 3 with RECOGNISE DISEASE

Proposer: Locksmith

Seconder: Chevron

This is silly as it stands on the website. For one thing, every time I have ever seen this skill used in practice, it's been with the result that the person using the skill gets info about the disease in question - for all practical purposes the call is already REC DISEASE. For another thing, it implies that nobody else is ever able to tell that another character or NPC is ill, even if they're green, vomiting copiously and oozing gunk from the entirety of their face.

This motion PASSED by overwhelming majority.

9. Proposal: New Wilderness skill: Take Cover

Proposer: Locksmith

Seconder: Canashir

Why:

I think this skill would give scouts something fun and cinematic that's a combat advantage, while preserving the flavour of the class and not muscling in on Warrior or Subterfuge. Given the issues with bows, I think casters can stand to lose some of their advantage over scouts, and as it imposes a disadvantage in the strikedown, I don't think it would tread on the toes of alchemists. Have altered to once per encounter rather than once per day on comparison with blindfighting and DAC. I suggest it should work on MASS and WIDE calls, as taking a strikedown is a significant combat disadvantage where simply negating the ranged call isn't.

Description:

This skill would permit a Wilderness character to choose to take a durationless STRIKEDOWN instead of a single ranged damage call, including arrows and thrown weapons, once per encounter for every four levels bought, a la skills like Agility. This works on MASS and WIDE calls as well as targetted ones.

This motion FAILED with 9 for, 10 against and 10 abstaining.

10. Proposal: New Wilderness Skill: Surefootedness

Proposer: Locksmith

Seconder: Canashir

Why:

Scouts are used to rough terrain and have good balance, so it stands to reason that they should be more difficult to knock over than most people. This would be very useful in some situations, and not useful the rest of the time, which I think makes for fun tactical decisions deciding whether to use it or not. It doesn't muscle in on Warrior or Subterfuge while making Wilderness more combat-capable in a way unique to the class, which I think is an advantage. Given the prereqs, I don't think it would muscle in on alchemical buffs, and casters could stand to lose some of their advantage over scouts.

Description:

This skill would allow a Wilderness character to choose to call NEGATE or TAKEN, as appropriate, to a single STRIKEDOWN call of any duration, once per encounter. The skill would have three ranks, requiring Wilderness II for Surefootedness I, Wilderness IV for Surefootedness II, and Wilderness VI for Surefootedness III. Each level would be 5xp, given the prereqs will prevent double-buying. These effects explicitly do NOT stack with each other: with Surefootedness III, should a WIDE, a MASS and a targetted STRIKEDOWN all occur in the same encounter, I may only choose to call TAKEN (or NEGATE, as appropriate) to one of them.

Surefootedness I: Once per encounter, you may call TAKEN to one call of WIDE STRIKEDOWN, of any duration. Surefootedness II: Once per encounter, you may call TAKEN to one call of MASS STRIKEDOWN, of any duration. Surefootedness III: Once per encounter, you may call either NEGATE or TAKEN, as appropriate, to one targetted call of STRIKEDOWN, of any duration. This includes STRIKEDOWNs delivered by arrow, thrown weapon, weapon blow or casting.

Should the call of STRIKEDOWN be combined with any other system call to which you are not immune, you may call TAKEN to the strikedown, but should take the other effects of the call as appropriate. eg. with Surefootedness II, should the call "MASS SPIRIT HEX THROUGH STRIKEDOWN" be called when I am in range, I may choose to call TAKEN to the STRIKEDOWN, but my character must still take the SPIRIT HEX THROUGH.

a) SUBSIDIARY MOTION

Should the above fail, vote on the same motion but with the ranks reversed, ie with targetted negation at rank 1, MASS at rank 2 and WIDE at rank 3.

b) SUBSIDIARY MOTION

Should either of the above pass, vote on the following:

Surefootedness IV, prereq Wilderness VIII, 5xp: You are immune to strikedown. Call TAKEN or NEGATE as appropriate. Should the call of STRIKEDOWN be combined with any other system call to which you are not immune, you may call TAKEN to the strikedown, but should take the other effects of the call as appropriate.

The first part of this motion PASSED with 13 for, 2 against and 11 abstaining. Because the first part of the motion passed, motion (a) was not discussed. Motion (b) PASSED with 11 for, 1 against and 12 abstaining.

11. Proposal: Wilderness Doubles

Proposer: Tim Baker

Seconder: Rowena Paren

Weapon Expertise

I would propose a new skill be added to the Wilderness Tree at Level 6. This skill would also have a pre-requisite of Weapon Competence 4. Cost: 10 XP.

This skill allows the user to call 'double' with any single handed weapon between 24 and 36 inches long. This does not stack with any benefits gained from Melee or Street Fighter.

If any AGM motion passes to allow Wilderness characters to use two-handed weapons as well as staves, this skill would also allow them to call Double with two-handed weapons of up to 60 inches.

This motion PASSED with 18 for, 1 against and 5 abstaining.

12. Proposal: Brawling by Touch

Proposer: Andy

Seconder: Tea

Change the OC mechanism for brawling from its current form (punches ending 6 inches from target) to "touch upper arm" subject to testing at a weapon practice, note that improvised weapons would not be affected by this.

This motion FAILED with 5 for, 14 against and 6 abstaining. It was suggested that the testing at weapons practice be done and then a proposal could be brought to the EGM or a later AGM.

13. Remove hit doubling

Proposer: David Proctor

Seconder: Rowena Paren

Remove hit doubling on the torso and head. People start on 2/2, progress to 3/3 with the hit skills as usual. Frail people, elves, kender etc. start on 2/1 and progress to 3/2, etc.

Allow, as part of this motion, the balancing of Direct Damage, against the new numbers of body hits. There are notes at the end of this list of motions with some suggestions on rebalancing - these are *not* intended as part of the motion but a suggested starting point should the motion pass.

There was considerable discussion over this point. A suggestion was made to vote on the motion as written, then if it failed to vote on the motion with the starting hit numbers changed from 2/2 and 2/1 to 3/3 and 2/2.

The original motion FAILED with 7 for, 15 against and 6 abstaining. The modified motion (with 3/3 and 2/2 as starting hit totals) PASSED with 16 for, 8 against and 4 abstaining. There were queries about who would come up with a proposed rebalancing of direct damage skills; Rowena Paren volunteered to do this.