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 | |||
== Where To Next? == | |||
* [[Armour and Hit Points]] ← Next Step | |||
* [[Weapons and Equipment]] | |||
* [[Terrain and Hazards]] | |||
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{{Player Guide}} | |||