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.


== Hit Points ==
== 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.
 
Because LARP weapons are lightweight, players are expected to strike in a manner that simulates how the weapon would be used in combat rather than relying on speed alone. The target should be able to clearly feel the strike and recognise it as a valid hit.
 
The following are not considered good strikes:
 
* Repeated light tapping, drum rolling, or machine-gun strikes.
* Dragging a weapon across a target.
* Delivering multiple unrealistic hits from a single opening.
* Using a weapon in a manner that does not resemble a meaningful attack.
 
Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.
 
== 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.


=== Becoming Downed ===
=== 2.1. Downed ===
* When a character reaches 0 HP, they become Downed.
* When a character reaches 0 HP, they become Downed.
* During 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.
* During games that do not use respawns, Downed players should kneel where they fell and remain there until healed or until the round ends.
* During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until healed or until the round ends.
* 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.


== A Good Hit ==
== 4. Damage by Type and Location ==
Placeholder text.
Damage depends on the type of weapon and where the strike lands.
 
== Damage by Location ==
Damage depends on where the strike lands.


=== 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.
* '''Magic Bolts:''' Deal '''4 HP damage''' regardless of hit location.


== Magic Bolt Rules ==
=== 4.2. Arcane Bolts ===
Magic bolts have the following rules:
Arcane Bolts have the following rules:


* '''Arcane Bolts:''' Deal '''4 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.
* Deal '''4 HP of damage''' no matter where they land.


== Blocking Projectile Weapons and Spells ==
=== 4.3. Siege Weapons ===
* '''Melee weapons cannot deflect or strike projectiles or spells'''.
* '''Siege Weapons:''' Deal '''12 HP damage''' regardless of hit location.
* Projectiles cannot be intentionally blocked using a non-target area, such as hands or feet.
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour.
** If a projectile is blocked by a non-target area '''but would have hit a valid target zone''', the strike '''counts as a hit'''.
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.
** '''Hits to the head and neck never count''' as valid strikes.
 
* '''Spells''' count as hits regardless of where they land, including:
== 5. Blocking Projectile Weapons and Spells ==
** Weapons
'''Melee weapons cannot deflect or strike projectiles or spells'''.
** Costumes
 
** Non-target areas
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.
 
'''Spells''' count as hits regardless of where they land, including:
 
* Weapons
* Costumes
* Non-target areas


{| class="wikitable wizlords-magic-table"
== Where To Next? ==
|+ CONTINUE READING
* [[Armour and Hit Points]] ← Next Step
! Current
* [[Weapons and Equipment]]
! Next
* [[Terrain and Hazards]]
|-
| [[Combat and Damage]]
| [[Terrain and Hazards]]
|}


== See Also ==
<div class="wizlords-navbox-divider"></div>
* [[Main Page|Home]]
* [[Combat Rules|The Rules]]


</div>
{{Player Guide}}

Latest revision as of 08:25, 16 July 2026

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.

1. Good Strikes

[edit]

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.

Because LARP weapons are lightweight, players are expected to strike in a manner that simulates how the weapon would be used in combat rather than relying on speed alone. The target should be able to clearly feel the strike and recognise it as a valid hit.

The following are not considered good strikes:

  • Repeated light tapping, drum rolling, or machine-gun strikes.
  • Dragging a weapon across a target.
  • Delivering multiple unrealistic hits from a single opening.
  • Using a weapon in a manner that does not resemble a meaningful attack.

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

2. Hit Points

[edit]

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

Each character has a base number of Hit Points (HP).

  • Most players begin with 2 HP.
  • Some classes begin with 4 HP.
  • Additional HP can be gained through armour, costume pieces, or other bonuses. See Armour and Hit Points.
  • HP can be restored through healing magic and potions.

2.1. Downed

[edit]
  • 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 do not use respawns, Downed players should kneel where they fell and remain there until healed or until the round ends.
  • At events different rules may apply when Downed. Be sure to read the event rules for more information.

3. Hit Locations

[edit]

Only specific areas of the body are considered valid targets during combat.

3.1. Valid Target Zones

[edit]
  • Arms: upper arm, elbow, forearm
  • Legs: thigh, knee, lower leg
  • Torso: upper chest, belly, upper back, lower back

3.2. Out-of-Play Zones

[edit]

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.

4. Damage by Type and Location

[edit]

Damage depends on the type of weapon and where the strike lands.

4.1. Melee and Ranged Weapons

[edit]
  • 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.

4.2. Arcane Bolts

[edit]

Arcane Bolts have the following rules:

  • Arcane Bolts: Deal 4 HP damage regardless of hit location.
  • 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.

4.3. Siege Weapons

[edit]
  • 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.
  • May strike out-of-play zones, though players should still avoid aiming for these areas.

5. Blocking Projectile Weapons and Spells

[edit]

Melee weapons cannot deflect or strike projectiles or spells.

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.

Spells count as hits regardless of where they land, including:

  • Weapons
  • Costumes
  • Non-target areas

Where To Next?

[edit]