Jun 22, 2011 19:25:13 GMT
SHOW RULES AND INFORMATION ,
Okay so we often host a few shows on the site - just for fun and all and so our characters can get involved in competition of course! There is a purpose however - those who come first, second and third in a show will earn a certain amount of 'show points'. At the end of each competition season - october - the rider with the most points will win a prize!! We have these rules and such to ensure there is a fairness in who wins each competition. You must read this is order to understand how a competition will work, and if you're unsure, ask a staff member or check out how it's working before you get involved. It's not too hard to pick up.
Right so, before you can enter a show, you must register the horse your character will be riding right here. If the horse is RPed by another role player, then it is their responsibility to sign their horse up. When registering the horse, you must complete a form in which a certain amount of points are awarded to the horses' skills. Sounds confusing but it's more simple than you think. The points are divided into three catagories and the points can be distributed between the three catagories however you wish :
Scope - the horses' ability to clear the jumps.
Agility - the horses' speed, balance and precision.
Courage - the horses' bravery when facing uninviting jumps.
The total number of skill points each horse has is dependent on how many years the horse has been competing - therefore, its knowledge and training. These are broken into:
one - three years - 13 points
four - seven years - 14 points
eight plus years - 15 points
( showjumping )
okay so one of the classes' we have, is showjumping. there are often two or three classes with different heights and difficulty, therefore even those who don't jump high can have a go at a show. once signed up and the entries are closed, an admin will post the opening to the class, describing the course and posting the order that each rider will go.
in this class, you will complete one post. A dice roll is posted first - this fairly determines the fate of your character's round, how many jumps you knock, whether you refuse anything.. etc. it involves your horses scope, courage and a dice roll - in which a real dice is rolled, a simple, ordinary six-sided dice; the same dice for every competition.
the outcome of all three things together is:
8 and less - fall (horse or rider)
9 - 11 - knocked jump
12 + - clear round
If a horse doesn't go clear, Scope or Courage - depending if they've knocked a jump or refused - is used along with number of jumps in the course (usually eight) and a dice roll to determine how many jumps were knocked down or how many times the horse refused (any more than three and you're eliminated)
After the dice roll is posted, the RP of whom the dice roll was for would then post writing about however their round went, and then they exit the ring and an admin will announce the next competitor.. and the whole thing starts again until all have posted!
( jump off's )
If only one horse goes clear, then of course they win, and the two horses with the lead faults would then be placed second and third. However if there are several horses which go clear, or have joint amount of faults then there will be a jump. In the jump off, agility will be used to help determine the winner - as Agility would equal to time on the course.
Dressage is different - much less difficult. The dice rolls with use the agility of a horse, times by the dice roll number. The horse that has the highest number will evidently win.
( team jumping )
just a quick note on the team jumping competitions. they'll work in the same way as showjumping with regards to how faults is decided. each team member will post separately - firstly an admin will post the deciding the outcome of their fence knock downs etc, then the member will post writing about the round and then it'll be the next team member's turn. once all the team members have gone, their faults will be added up. once all team's have gone, the team with the least amount of faults will win! if more than one team has gone completely clear, then like in a jump off, it will be decided by time - an admin will post the time of the rounds for each clear team member and therefore the team with the faster round would win...but that's only if more than one team is clear. sounds confusing but really, it's not at all!
( dressage )
dressage is a lot simpler than showjumping. it works the same with posting - the order will be announced and such in the admin made post, a dice roll is posted first to determine the outcome, and then you post to say how it went based on the dice roll. the dice roll works differently to showjumping of course.
Note that this does NOT work the same way as a real dressage competition. if many people find that this way is too confusing or something, then the rules will be revised and we may change them to imitate a real dressage competition is possible, but on this site, they are not the same as a real dressage comp.( winning )rather simply, the horse who wins a dressage competition, is the one with the highest points in their test. there's no extra part to the competition like there is in show jumping. if two horses achieve the same score then it will simply be a joint place, but otherwise it's rather simple!( handy pony)handy pony classes offer something a little different, and generally are similar to jumping classes. one rolling of the dice will determine whether the horses goes clear. this will be whether the horse goes clear with all the obstacles. this will involve agility and courage, both of which are needed in order to get around the course, and a dice roll for luck.
less than 11 = not clear with all obstacles
12 + = completely clear
so an example ? say the horse has 4 skill points for agility, and 5 for courage and the dice roll was 2. it would go something like this -
4 (agility) + 5 (courage) = 9 (+ dice roll 2) = 11
therefore as the horse achieved a score of 11, the horse would not have gone clear with all the obstacles faced, and another dice roll will incur which will be explained below.
regardless of the score, a second dice will then be rolled. if your horse goes completely clear, then the next stage will be to determine the horses score for doing so. the higher the score, the more at ease the horse was on the course. if the score is low, then it's likely the horse may have spooked at one or two items, or hesitated etc. they will still have gone clear, but it would not have been smooth sailing and your post can portray this. if the horse does not go clear, the next dice roll will be to confirm how many obstacles the horse failed at. this would take into account the horses' courage, a dice roll, and the amount of obstacles faced.
so another example ? say there are 6 obstacles, the dice roll is 4 and the horse's courage is 5. it would go something like this -
6 (obstacles) + 4 (dice roll) = 10 (/ by courage 5) = 2
therefore the horse will have failed 2 of the obstacles, and it's up to you which one's you wish for the horse to have failed.
as the horse has failed at some obstacles, they would not receive a score for their horses performance.all horses that do go clear will then be ranked on their performance, which will be determined by courage and dice roll, plus their score from the first dice roll. the more courage a horse has, the less likely they are to spook at the obstacles they are faced by.
an example ? say the horse has 6 courage skill points, the dice roll is 5 and the horse scored 12 with the first roll. it would so something like this -
6 (courage) + 5 (dice roll) = 11 (+12 from first dice roll) = 23( winning )easy enough! horses will be ranked by their performance scores. only horses that have gone clear will receive these, and the horse with the highest score will win! if only one horse goes clear or none at all, the horses will then be ranked on how many obstacles they failed.
( cross-country )
So then, our newest addition is cross-country - well, more like a hunter trial. In order to be good at this event your horse is really going to need it's courage and agility. Scope won't come into it as much, but you need to be careful the horse is capable of the height you're doing - after all, cross country fence's are fixed.
For the first dice roll, it will be determined whether the horse goes clear or not, much like the same for showjumping! The numbers are higher by 1, just because cross country will be a little bit tougher on a horse's fitness and courage than showjumping can be.
less than 8 - fall (horse or human)
9 - 11 - refusal
12 + - clear round
If a horse doesn't go clear, courage will be use to confirm how many times the horse has refused. Please note that if the horse refuses 3 or more times, you will be eliminated. Along with courage, we will use the number of jumps in the course (usually 18-20) and a dice roll to determine how many jumps how many times the horse refused.
IF, upon the first dice roll, the horse or rider falls (this can be decided by yourself as to which it is), then they are automatically eliminated with no further rolls!
In order to win the event, if there are several clear rounds, then it will depend on one further dice roll for each clear round! Sounds complicated I know, but you don't need to worry about all the dice rolling! This final dice roll will decide everybody's times for the clear round. This will be done by agility and dice roll (yay more dice!), along with number of jumps.
To keep things simple, the winner will be the faster horse (though yes we know that's not the way to win cross-country, but the optimum time thing would be way too complicated).
( barrel racing )
a new addition! barrel racing! this is for all the western riders out there - fast paced and full of action. this just uses agility and dice roll, so nice and simple - it's all about how agile your horse is for speed and precision of handling the course without tipping the barrels. for this, we'll use your horses' agility and times it by the number the dice roll gives to see firstly if the horse goes clear:
6 and less - fall (horse or rider) - they will not receive a second roll as they didn't complete the course
7 - 9 - knocked barrel
10 + - clear round
a knocked barrel will require an additional dice roll to check how many of them are knocked. nice and simple, it will be agility divided by 3 (the possible amount of barrels). if the answer is .5 it will be rounded up, and from .4 it'll be rounded down to the nearest whole number.
after that we're looking for the fastest time! this will be determined dice rolls and agility again. we're going to use the previous score with an addition of 10 (to put the scores into double digits to make the time more realistic), times it by a dice roll, and then divide it by the horses' agility. i know, i know that's not 100% accurate on how it works in the real world but as with the above, but bare with me guys. An example to help out:
8 (previous score) + 10 (basic addition) = 18
18 x 4 (dice roll) = 72
72 / 5 (agility) = 14.4 seconds
So the course was completed in 14.4 seconds, but the horse knocked a barrel. knocked barrels cost 10 seconds, so you could theoretically still win if you're fast, even with the barrel.
( points )
So you wonder what's the point of doing shows? For points! Each rider and horse will earn a certain amount of points if they come first, second or third - these will be added into the show rankings which can be found here(if you don't rp your horse seperately the points they earn won't be so essential), but these points will help toward the rankings. and at the end of each year, the rider and the horse with the most overall points will win a prize! the points -1st - 10 points
2nd - 6 points
3rd - 3 points
please note! that we are working on adding more western classes, just getting to the how part to make it fair!