Combat and Damage

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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.

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.

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.

Hit Points

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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.

Downed

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  • 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.

Hit Locations

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

Valid Target Zones

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

Out-of-Play Zones

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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 Type and Location

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

Melee and Ranged Weapons

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  • 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.

Arcane Bolts

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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.

Siege Weapons

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  • 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.

Blocking Projectile Weapons and Spells

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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?

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