Combat and Damage: Difference between revisions
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== Overview == | |||
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful. | |||
== Combat Safety Rules == | == Combat Safety Rules == | ||
''Wizards and Warlords'' is a '''full-contact''' combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first. | |||
All participants must: | All participants must: | ||
* Pull their blows to avoid causing harm. | * '''Pull their blows''' to avoid causing harm. | ||
* Avoid excessive force during combat. | * '''Avoid excessive force''' during combat. | ||
* Remain aware of their surroundings and fellow players. | * '''Remain aware''' of their surroundings and fellow players. | ||
* Use only approved, LARP-safe weapons. | * '''Use only approved, LARP-safe weapons.''' | ||
Minor injuries may occur during physical play. First aid equipment is available on site. | Minor injuries may occur during physical play. '''First aid equipment is available on-site.''' | ||
== CODE RED: Emergency Protocol == | == CODE RED: Emergency Protocol == | ||
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If you hear '''"CODE RED"''': | If you hear '''"CODE RED"''': | ||
* Immediately stop fighting and check your surroundings. | * '''Immediately stop fighting''' and check your surroundings. | ||
* If safe, sit or kneel where you are | * '''If safe''', sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops. | ||
* The player who initiated the call may '''remain standing''' to assist organizers in locating the injured individual. | |||
* | |||
The player who initiated the call may remain standing to help organisers locate the injured individual. | The player who initiated the call may remain standing to help organisers locate the injured individual. | ||
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== Hit Points == | == Hit Points == | ||
Each character has a base number of | Each character has a '''base number of Hit Points (HP).''' | ||
* Most players begin with '''2 HP'''. | * Most players begin with '''2 HP'''. | ||
* Some classes may begin with '''4 HP'''. | * Some classes may begin with '''4 HP'''. | ||
* Additional HP can be gained through armour, costume pieces, or bonuses. See [[Armour and Hit Points]]. | * Additional HP can be gained through '''armour''', '''costume pieces''', or '''bonuses'''. See [[Armour and Hit Points]]. | ||
== Hit Locations == | == Hit Locations == | ||
Only specific areas of the body are considered valid targets during combat. | Only specific areas of the body are considered '''valid targets''' during combat. | ||
=== Valid Target Zones === | === Valid Target Zones === | ||
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Damage depends on where the strike lands. | Damage depends on where the strike lands. | ||
* '''1 HP | * '''1 HP Damage:''' Strikes to arms or legs (excluding prohibited zones) | ||
* '''2 HP | * '''2 HP Damage:''' Strikes to the torso (any of the four torso zones) | ||
* '''4 HP damage''' | * '''Magic Bolts:''' Deal '''4 HP damage''' regardless of hit location | ||
== Magic Bolt Rules == | == Magic Bolt Rules == | ||
Magic bolts | Magic bolts have the following rules: | ||
* | * '''Bypass''' shields and count if they hit any part of a players weapons, costume or armour. | ||
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas. | |||
* | * Deal '''4 HP of damage''' no matter where they land. | ||
* | |||
== Weapon Pinning and Entrapment == | == Weapon Pinning and Entrapment == | ||
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in armour | During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour. | ||
'''In such cases:''' | '''In such cases:''' | ||
* Players must | * Players must attempt to release the weapon as soon as possible. | ||
* Deflecting, blocking, or pushing weapons away is allowed. | * Deflecting, blocking, or pushing weapons away is allowed. | ||
* Purposely pinning an opponent’s weapon against terrain, the boundary net, or another player is not allowed. | * '''Purposely pinning''' an opponent’s weapon against terrain, the boundary net, or another player is '''not allowed'''. | ||
== Blocking Projectile Weapons and Spells == | == Blocking Projectile Weapons and Spells == | ||
* '''Melee weapons cannot deflect or strike projectiles or spells'''. | |||
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet). | |||
** If a projectile is blocked by a non-target area '''but would have hit a valid target zone''', the strike '''counts as a hit'''. | |||
** '''Hits to the head and neck never count''' as valid strikes. | |||
* '''Spells''' count as hits regardless of where they land, including: | |||
** Weapons | |||
** Costumes | |||
** Non-target areas | |||
== Body Rushing == | |||
Players must '''not body rush''' opponents. | |||
'''Body rushing''' refers to using a weapon or shield to make physical contact with another player’s body in an attempt to: | |||
* Push them back. | |||
* Force passage in an unsafe or aggressive manner. | |||
* | |||
* | |||
''Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.'' | |||
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|+ CONTINUE READING | |||
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! Current !! Next | |||
|- | |||
| [[Combat and Damage]] || [[Terrain and Hazards]] | |||
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== See Also == | |||
* [[Main_Page | Home]] | |||
* [[Combat Rules | The Rules]] | |||
Latest revision as of 08:03, 20 March 2026
Overview
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.
Combat Safety Rules
Wizards and Warlords is a full-contact combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.
All participants must:
- Pull their blows to avoid causing harm.
- Avoid excessive force during combat.
- Remain aware of their surroundings and fellow players.
- Use only approved, LARP-safe weapons.
Minor injuries may occur during physical play. First aid equipment is available on-site.
CODE RED: Emergency Protocol
In the event of a serious injury or emergency on the field, any player may call out "CODE RED."
If you hear "CODE RED":
- Immediately stop fighting and check your surroundings.
- If safe, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.
- The player who initiated the call may remain standing to assist organizers in locating the injured individual.
The player who initiated the call may remain standing to help organisers locate the injured individual.
Resuming the Game
Once the situation has been resolved, the GM will call "GAME ON" or sound the horn to resume play.
Hit Points
Each character has a base number of Hit Points (HP).
- Most players begin with 2 HP.
- Some classes may begin with 4 HP.
- Additional HP can be gained through armour, costume pieces, or bonuses. See Armour and Hit Points.
Hit Locations
Only specific areas of the body are considered valid targets during combat.
Valid Target Zones
- Arms: upper arm, elbow, forearm
- Legs: thigh, knee, lower leg
- Torso: upper chest, belly, upper back, lower back
Out-of-Play Zones
The following areas are prohibited targets:
- Head
- Neck
- Hands
- Feet
- Groin
Important: Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.
Damage by Location
Damage depends on where the strike lands.
- 1 HP Damage: Strikes to arms or legs (excluding prohibited zones)
- 2 HP Damage: Strikes to the torso (any of the four torso zones)
- Magic Bolts: Deal 4 HP damage regardless of hit location
Magic Bolt Rules
Magic bolts have the following rules:
- Bypass shields and count if they hit any part of a players weapons, costume or armour.
- May strike out-of-play zones, though players should still avoid aiming for these areas.
- Deal 4 HP of damage no matter where they land.
Weapon Pinning and Entrapment
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.
In such cases:
- Players must attempt to release the weapon as soon as possible.
- Deflecting, blocking, or pushing weapons away is allowed.
- Purposely pinning an opponent’s weapon against terrain, the boundary net, or another player is not allowed.
Blocking Projectile Weapons and Spells
- Melee weapons cannot deflect or strike projectiles or spells.
- Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).
- If a projectile is blocked by a non-target area but would have hit a valid target zone, the strike counts as a hit.
- Hits to the head and neck never count as valid strikes.
- Spells count as hits regardless of where they land, including:
- Weapons
- Costumes
- Non-target areas
Body Rushing
Players must not body rush opponents.
Body rushing refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:
- Push them back.
- Force passage in an unsafe or aggressive manner.
Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.
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