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Combat & Damage: Difference between revisions

From Wizards and Warlords
 
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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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* Most players begin with 2 HP.
* Most players begin with 2 HP.
* Some classes begin with 4 HP.
* Some classes begin with 4 HP.
* Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour and Hit Points]].
* Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour & Hit Points]].
* 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 resurrected or until the round ends.
* Downed players are allowed to move out of the way of combat if safe to do so.
* At events different rules may apply when Downed. Be sure to read the event rules for more information.
 
== 3. Hit Locations ==
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<div class="wizlords-photo-image">[[File:invalidzones.png|234px|link=File:Invalidzones.png|alt=Front and back body diagrams with the head, neck, hands, feet, and groin marked red as invalid strike zones.]]</div>
<div class="wizlords-photo-caption">Invalid strike zones are marked in red.</div>
</div>


== 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 Strike 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. Invalid Strike Zones ===
The following areas are prohibited targets:
The following areas are prohibited targets for striking:


* Head
* Head
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* Groin
* Groin


'''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 invalid strike zones from melee or ranged weapons are '''strictly prohibited'''. Players should also avoid using these zones to block incoming attacks.


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


The following are not considered good strikes:
=== 4.1. Melee and Ranged Weapons ===
* '''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.


* Repeated light tapping, drum rolling, or machine-gun strikes.
=== 4.2. Arcane Bolts ===
* Dragging a weapon across a target.
Arcane Bolts have the following rules:
* 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.
* '''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 '''invalid strike zones''', though players should still '''avoid aiming''' for these areas.


== Damage by Location ==
=== 4.3. Siege Weapons ===
Damage depends on where the strike lands.
* '''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 '''invalid strike zones''', though players should still '''avoid aiming''' for these areas.


* '''1 HP Damage:''' Strikes to arms or legs, excluding prohibited zones.
== 5. Blocking Projectile Weapons and Spells ==
* '''2 HP Damage:''' Strikes to the torso, including upper chest, belly, upper back, or lower back.
'''Melee weapons cannot deflect or strike projectiles or spells'''.
* '''Magic Bolts:''' Deal '''4 HP damage''' regardless of hit location.


== Magic Bolt Rules ==
Projectiles cannot be intentionally blocked using an invalid strike zone, such as hands or feet.
Magic bolts have the following rules:


* '''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.
* '''Projectile hits to the head and neck never count''' as valid strikes.
* Deal '''4 HP of damage''' no matter where they land.


== Blocking Projectile Weapons and 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.
*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


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* Weapons
* Costumes
* Invalid Strike Zones including head and neck
 
== Where To Next? ==
* [[Armour & Hit Points]] ← Next Step
* [[Weapons & Equipment]]
* [[Terrain & Hazards]]
 
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{{Player Guide}}