Chapter Three Engagement Mechanics

Artenen

Artenen Aeolus House of the Iron Ring
Staff member
Feb 19, 2020
89
25
18
Kiel, WI
In this chapter of Kingdoms, we'll talk about how hit points work and scores are kept. First, let's make mention that many of the battles you'll come across will be random and small. Most people will protect their character by not engaging in battles they can't win. People value their character's lives as they are built over the years. As such, many of the physical battles are actually skirmishes and tournaments set up by groups. A place to battle where you won't fight to the death and your character won't die. Again, people spend a lot of time building their characters, lore, and earning honor through their local realms. They don't want to waste it all on a foolish death.

That being said, large Kingdom battles do occur from time to time where you'll be expected to fight for your kingdom, tribe, house, etc. which could result in death. However, like mentioned, those are rare and it's far more common to best someone in a ring or tournament than out in the wild.

Why did we design the system like this? Because its safer. Over the years of playing larps, it's too common to see people who don't know how to fight hurting or getting hurt by not following rules of engagement or knowing their weapons. Kingdoms uses and practices Historical European Martial Arts so battles are usually very fast, often "killing" or eliminating an opponent in under 3 strikes.

You must wear head and eye protection at all times when fighting in Kingdoms. Time after time we see larps just say "avoid hitting in the head or groin" when, in reality, it happens all the time. Kingdoms doesn't beat around the bush on this, instead, we allow all hits as long as you pull your blows and as long as your opponents are wearing head and eye protection.

Rules Of Engagement
Under no circumstances can you begin swinging your weapon at someone if they do not have the proper head and eye protection. Kingdoms is either full-contact with medium/hard striking force (depends on if you're in metal armor or not) or no contact roleplay of hits. There is no in-between here. Either you have your armor on and can fight, or you don't. If a fighter comes armored and you are not armored, that fighter can kill you with roleplay of non-contact blows. If two unarmored combatants are roleplaying an engagement, they can roll dice to determine the outcome by a simple game of chance. The dice can look hoky and lame though, it's always better to always go on an adventure with your battle gear so you don't end up in a game of chance.

Children
Kids love to battle and swing swords. It's best to have kid tournaments like the adults and children are expected to wear the same armor and eye protection as adults when out adventuring. Parents must supervise their children's activities at all times. No Adult may engage in hard-contact of any kind with any child for safety reasons. It is looked down upon for a child to fight an adult and if a child is spawning these actions, they will be asked to leave the game. It's much better for kids of like age to battle one another in a sparring and learning environment. We want to show our kids what being a good sportsman is all about and how honor works between combatants. If your child becomes unruly (let's face it, some kids don't know how to lose), you may be asked to leave if you can't bring the situation under control quickly and safely. We all need to be examples for the young players of the game as they are the future of Kingdoms!

Hit Points
You are expected to honor hits to your armor and roleplay the damage when fighting. Damaged armor will need to be smithed before the hit points of said armor are restored.

Unarmored strikes will render a limb useless. Two strikes to the torso will kill you. You are expected to roleplay the damage and pain in all engagements. Again, this is where coming to practice is vital. Learning how to fight and act these things out really adds to the game.

Limb hits - If am arm is struck, you must dangle said arm and it can no longer carry a weapon, shield, etc. If a leg is struck, you must drag said leg behind you. Do NOT hop on one leg!!! Always drag the wounded leg behind you to aid in balance. If both legs are taken out, you can fight on your knees, though that's not advised without proper knee protection on.

Any 3 limb hits will send you to dying status where you are unable to move. You'll have approximately 5 minutes to "bleed out" before succumbing to your wounds.

If you take damage to your torso, you must use a good limb to hold your chest (even if you got hit in the back). You'll have about 5 minutes before your hand holding your chest won't stop the bleeding and you'll transition into "bleed out". Two strikes to the torso will send you to "bleed out" instantly.

The final chapter of a character is their death. Make it memorable. We treat death in-game very seriously. It's tragic and a loss to the realm as well as to the players. You can expect burial services and mourning after a character dies. If a person dies out of the game for real, admins and players can write in their death in-game and it'll be added to their characters' story.

Stages Of Life
Alive
- Function as normal (yay)
Wounded - Limbs must drag or dangle, the chest must be covered by a good arm if hit in the front or back of the torso. Movement speed reduced, pain must be acted out.
Bleeding Out - No longer able to walk, can still talk and move some, acting out the last 5 minutes (or so) of life... towards the end of bleed out, you can act out seeing into the spirit world.
Mostly Dead - No movement, body is lifeless but yes, you can fill the lungs with air and do the whole Princess Bride trick for up to 30 minutes if the player keeps acting totally dead.
Dead - Past 30 minutes, no movement, the body is lifeless. Spirit has moved on, the body begins to decay. The body can't be revived. Once dead and a scene is over, the player can get up and put their blade or hand over their head to signify they are dead.

Armor
You can avoid death by wearing armor (obviously). Armor areas are set by limb or torso to keep it simple. You can layer up to 2 sets of armor max as long as it doesn't present a safety or movement hazard.

Metal Plate Armor - Each area protected by over 75% of plate will add 5 hit points to said limb or torso.
Flexible Metal Armor - Each area protected by over 75% of flexible metal armor will add 3 hit points to a limb or torso.
Leather Armor - Each area protected by over 75% of leather armor of over 8oz (10+oz preferred) will add 1 hit point to a limb or torso.

If you are able to strike a gap in armor, it will bypass the armor points.

Shields

Metal shields have a hit strike count of 10
Wooden shields have a hit strike count of 5

Foam shields can be used as a weapon in combat. If a shield is made of actual metal or wood, it can only block and not be used to shield bash. A shield bash does no damage to armors or limbs but is commonly used to roleplay knocking someone out.

Combat Calls
If someone isn't fighting correctly or calling their hits, players and game admins are expected to call people out on their errors. You can also verbally acknowledge a strike

ARMOR - A valid hit was taken to armor that absorbs attacks.

GRAZE – Weapon struck only garb, was deflected or bounced off a weapon/shield before hitting you. The hit does no damage.

SHIELD – A valid hit by a cleaving weapon that does damage to a shield.

NINETY – The attack was not drawn back far enough to be valid. This typically happens when a person "machine guns" there attacks. The hit does no damage.

LIGHT - A blow is too soft to inflict a wound. This typically happens when a person "machine guns" there attacks. The hit does no damage.

TOO HARD – The attack was excessive and too hard. The hit does no damage.

TOO FAST – Your opponent is swinging their weapon too quickly to role-play the real weight of it. The hit does no damage.

Together, we can keep the fights as real as possible and the game as immerse as possible. Please honor your hits and damage or you will be asked to leave.
 
Last edited:

Artenen

Artenen Aeolus House of the Iron Ring
Staff member
Feb 19, 2020
89
25
18
Kiel, WI
Added -

Stages Of Life
Alive
- Function as normal (yay)
Wounded - Limbs must drag or dangle, the chest must be covered by a good arm if hit in the front or back of the torso. Movement speed reduced, pain must be acted out.
Bleeding Out - No longer able to walk, can still talk and move some, acting out the last 5 minutes (or so) of life... towards the end of bleed out, you can act out seeing into the spirit world.
Mostly Dead - No movement, body is lifeless but yes, you can fill the lungs with air and do the whole Princess Bride trick for up to 30 minutes if the player keeps acting totally dead.
Dead - Past 30 minutes, no movement, the body is lifeless. Spirit has moved on, the body begins to decay. The body can't be revived. Once dead and a scene is over, the player can get up and put their blade or hand over their head to signify they are dead.