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Combat & Damage: Difference between revisions

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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.
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.


== Good Strikes ==
== 1. Good Strikes ==
A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack.
A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack.


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Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.
Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.


== Hit Points ==
== 2. Hit Points ==
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.


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* HP can be restored through healing magic and potions.
* HP can be restored through healing magic and potions.


=== Downed ===
=== 2.1. Downed ===
* When a character reaches 0 HP, they become Downed.
* When a character reaches 0 HP, they become Downed.
* During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point.
* During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point.
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* At events different rules may apply when Downed. Be sure to read the event rules for more information.
* At events different rules may apply when Downed. Be sure to read the event rules for more information.


== Hit Locations ==
== 3. 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 ===
=== 3.1. Valid Target Zones ===
* Arms: upper arm, elbow, forearm
* Arms: upper arm, elbow, forearm
* Legs: thigh, knee, lower leg
* Legs: thigh, knee, lower leg
* Torso: upper chest, belly, upper back, lower back
* Torso: upper chest, belly, upper back, lower back


=== Out-of-Play Zones ===
=== 3.2. Out-of-Play Zones ===
The following areas are prohibited targets:
The following areas are prohibited targets:


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'''Important:''' Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.
'''Important:''' Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.


== Damage by Type and Location ==
== 4. Damage by Type and Location ==
Damage depends on the type of weapon and where the strike lands.
Damage depends on the type of weapon and where the strike lands.


=== Melee and Ranged Weapons ===
=== 4.1. Melee and Ranged Weapons ===
* '''1 HP Damage:''' Strikes to arms or legs, excluding prohibited zones.
* '''1 HP Damage:''' Strikes to arms or legs, excluding prohibited zones.
* '''2 HP Damage:''' Strikes to the torso, including upper chest, belly, upper back, or lower back.
* '''2 HP Damage:''' Strikes to the torso, including upper chest, belly, upper back, or lower back.


=== Arcane Bolts ===
=== 4.2. Arcane Bolts ===
Arcane Bolts have the following rules:
Arcane Bolts have the following rules:


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* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.


=== Siege Weapons ===  
=== 4.3. Siege Weapons ===
* '''Siege Weapons:''' Deal '''12 HP damage''' regardless of hit location.
* '''Siege Weapons:''' Deal '''12 HP damage''' regardless of hit location.
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour.
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour.
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.


== Blocking Projectile Weapons and Spells ==
== 5. Blocking Projectile Weapons and Spells ==
'''Melee weapons cannot deflect or strike projectiles or spells'''.
'''Melee weapons cannot deflect or strike projectiles or spells'''.
Projectiles cannot be intentionally blocked using a non-target area, such as hands or feet.
Projectiles cannot be intentionally blocked using a non-target area, such as 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.
* 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:
'''Spells''' count as hits regardless of where they land, including:
*Weapons
*Costumes
*Non-target areas


{{Game_rules}}
* Weapons
* Costumes
* Non-target areas
 
== Where To Next? ==
* [[Armour and Hit Points]] ← Next Step
* [[Weapons and Equipment]]
* [[Terrain and Hazards]]
 
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{{Player Guide}}