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Chapter 6 Scoring & Hits

Discussion in 'Chapter 6 Scoring & Hits' started by LarpCraft, Nov 23, 2015.

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    How Hits Are Scored & Called
    LarpCraft uses a simplistic hit system where the armor points are global, yet the hits are local. For things like armor to count, the area of the body that was hit must be covered with armor. The overall number just makes it easier to keep track of.

    Medium Contact Defined (yes, this is in the rules twice)
    Medium contact using foam weapons can be defined as hits that make enough impact to know you got hit, but not such a hit that would cause a physical mark. Hard contact and medium contact are often confused. Weapon blows should be pulled at the last moment to avoid injury. If you hear a weapon breaking wind, said weapon is being swung too fast.

    Other than casters and archers, characters cannot call their hits on the people they are attacking. The person defending will decide what a legal hit is and what is not. Defenders must call their hits. Players who abuse this will be removed from the game. If there is doubt, please just take the hit. Again, this is medium contact so a swing can be fast, but you must pull your blow, so the actual strike is not hard. This system allows us to use more theatrical looking weapons instead of bulky boffers.

    Types of Hits / Strikes

    Knock Out / Waylay
    Characters can be knocked out if roleplayed being hit in the head (no physical contact allowed). A helm will protect a target from Waylay. For 2016 Waylay is a combat skill requiring 40,000 XP or more.

    Limb Hits
    A limb hit is a hit to the arm (between the fingers and top of shoulder) or leg (between the toes and top of hip). Once a limb is hit, it is considered destroyed and cannot be used until the character is killed or healed. The loss of any three (3) limbs or torso and limb hit is considered the same as death. If a character loses a leg, it is NOT recommended they raise it up and hop on the good leg. To keep balance and avoid injury, please just drag the leg behind you.

    Mortal Wounds
    A mortal wound is caused when you are hit anywhere in the torso - the area between your upper legs and your collar bones, this includes your back. If your character has no armor points, your character has taken a mortal wound. After taking a mortal wound hit, that character starts a 5 minute counter of entering bleed out which is explained below. While players do not have to carry a timer on them, after about 5 minutes the mortal wound, if left untreated, will kill the character. To signify a torso hit, a player must hold one uninjured arm at their torso to roleplay prevention of blood loss. During this time, a player should act out being in extreme pain and as time wears on, if the wound is not taken care of in 5 minutes, the character will no longer be able to fight or move. If you get hit in the back, do not hold a functional arm at your back, only hold your torso in the front, so the roleplay is not confused with that of just losing an arm.

    Bleed out Strikes
    If a character is stabbed with a knife, shank or other bladed, non-blunt weapon in vital areas, the target goes straight to bleed out. Vital spots include the neck, head, and heart (no touch roleplay for neck and head). You do not need an ability to use this common sense mechanic. Example – Roleplaying slitting someone's throat, stabbing them in the head, stabbing them in the heart (for ease of roleplay and disputes, anatomically all hearts are in the same spot as a human's, just to the left of the center of the breastbone).

    Bleeding Out
    Characters that have not been able to mend their mortal wound within the first 5 minutes will now enter the bleed out stage of death. In this stage, the character will no longer be able to walk, fight or defend themselves. They are incapacitated. Target will be confused and are on the brink of crossing over into the spirit world. This stage of death will last about 5 minutes before the body becomes lifeless. After 5 minutes, you will be considered deceased and can then get up with your weapon above your head signifying you are now a spirit. If you decide to move into the spirit world, your body is roleplayed as being rotted and unable to be revived by surgical means. If you wish to stay "in your body" to allow for physical revival, you can do so for up to 1 hour. For more information on how surgeon abilities work, please see that section of the professions chapter. Other characters can roleplay carrying or dragging your body during this time (they don't actually drag or carry you unless it is agreed to by both parties) but if you get up under your own power without a roleplay of being moved, you're considered to be in the spirit world.

    When a character dies, they simply place their weapon or fist above their head and seek out a healer who can perform resurrection or visit a spawn site (graveyard, etc.) that is set up by the Elder team of that game.

    Be advised that spawn points may not always be available, or you only may be able, to spawn a certain amount of times at a spawn point (Elders usually have a scroll you sign at a spawn point or other instructions on how they prefer to limit spawning). Some hosts are heavy into combat and thus may have many lives or respawns, others will be more roleplay intensive and will limit how many times you can respawn or if you will have to use PC spawning (resurrection) exclusively. Hosts have a lot of freedom in this way to make respawning harder or easier as they see fit.

    For your character to survive, they must be alive at the end of the game. If your character did not respawn or come back to life before the end of the game, it is roleplayed out as though your characters body has become unfit for your character's spirit and thus can't be revived.

    Death does not replenish your armor or mana; those require skills to fix.


    Death
    If your character is slain, you become a spirit. A dead character must stay down until looted after the battle or until the battle moves about fifty paces away. Please do try and look where you are about to fall, to avoid rocks, ant hills, sharp sticks, poison oak or ivy, tree stump, etc. Death does not replenish your armor or mana; those require skills to fix.

    Once the battle is over and you have been looted, you may then rise as a spirit and proceed to find a healer to resurrect you or a graveyard/spawn point (if available). If using a spawn point, you must remain there for at least 10 minutes before reentering the game. You must show your status as a spirit by holding your weapon or fist over your head. As a spirit, you cannot speak to the living, aside from stating "dead" if asked your status. Players must ignore spirits once they have been identified as such unless a character has the "Speak with Dead" ability. Some Hosts may have unique "Spirit Quests" that can only be completed as a spirit, and such quests would be handed out by NPC healers.

    A dead character will not remember the last 10 minutes of their life. Memory loss prevents a lot of meta-gaming/cheating. Now, that doesn't mean you can't ask your character friends what happened.. you can find out about your death pretty quickly in most cases just by asking around. Remember to roleplay death or you may take corrective action from an Elder.

    Death at the End of Game
    Characters should be alive at the end of a game, or they will proceed to permanent death status. Without a consequence to dying, we find that players do not take the game seriously enough and thus, roleplay decreases. Please don't take death lightly. It should be roleplayed as tragic (which is fun to play out).

    If you are unable to respawn or be resurrected by the end of the game, then you may be given a choice at sign out of either losing all the XP you would have earned that game or permanently killing off that character. This option is up to the Elders, and may not be available at all games (most high-immersion games will not allow this). Remember, if you choose to permanently kill the character that profile will be marked "Deceased" on the LarpCraft site and will only be able to post in the spirit scrolls section.

    You are no longer able to pay to bring your character back to life through LarpCraft. If the Elders deem your character has died at the end of a game, it will be so. You may open a dispute with LarpCraft, Inc. if you feel the decision was made by cheating or other out of game wrong doing, but you can't pay to bring your character back to life. You will not be able to transfer XP, coin or mats if your character dies, but you can transfer your memberships and achievements to a new character (since those are out of game anyway).

    Hit Areas & What To Avoid
    Theatrical weapons like the ones used in our games are not typically designed for thrusting or hard blows. Serious injury can result of improper hits, and thus game Elders will take these types of infractions seriously for the safety of the players. That being said, glances and accidents happen. It is the player's responsibility to protect themselves from accidents.

    Please refrain from hitting someone in the face, head or groin as these are non-touch roleplay only areas. While we do have abilities such as waylay which knock a player out via a roleplayed strike to the head (if unarmored), we ask that you do everything you can to avoid hitting someone in the head and rather roleplay a strike for things like decapitation, etc. Remember that foam quickly moved against the skin can cause friction burns so even those types of moves are not recommended. That being said, in the heat of a battle, accidents happen, and lots of foam is in action, so if you are going to be engaging in physical combat in any way, shape or form, you are expected to protect your face, eyes, groin or anyplace else you don't want to be hit.

    Hands and feet count when hit and are the easiest targets. Be sure to armor those parts of the body to avoid a successful strike.

    Thrusting
    Most weapon tactics involve thrusting as basic strikes, so to not define it in LarpCraft is unrealistic. Thrusting is defined as directly stabbing your weapon at a character. Theatrical foam weapons are not typically designed to thrust at a living target with any force and thus, thrusts are to be acted out only as either light touch or non-touch. It is important to practice thrusting correctly during practice so that it can be safely done. If an Elder sees you can't thrust safely, you may be banned from any thrusting move. Even sashed players are to follow these rules. Thrusts are the riskiest non-flight weapon move a player can perform so caution must be taken at all times. A thrust does not have to break ninety degrees.

    Safe and prudent shield bashing and pushing on the flat end of shields are allowed by SASHED players only. You cannot control the other person's shield, however.

    Engaged Defined
    "Engaged" means to occupy the attention or efforts of a person (or persons) as a result of attacking them. If the character is actively in battle, or conflict by being physically attacked, or attacked with a spell, they are considered "engaged". Being engaged also means being physically attacked with a ranged or melee weapon, charged at with the intent to attack, or physically attacked with a spell orb.

    Running out of bounds
    If you run out of the game area to avoid being killed, you will die. An example of this is someone cornered and running into the out of bounds parking lot to avoid being killed.

    Basic Combat Strike Guide
    Always check with the LarpCraft host for rule clarifications. For the most part, our combat is easy to understand, however on occasion you may hear individual combat calls to adjust a player's game play.

    Combat Calls
    For the sake of scoring, at times when scoring calls are needed (usually during large battles), we ask that the following calls be used to help players self admin hits while scoring. To make this more immersive, think of ways to say these things without breaking character.
    ARMOR - A good hit was taken to armor or spells that absorb 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" their attacks. The hit does no damage. The weapon doesn’t have to always come back to 90 degrees, but the hit needs to be real enough to do damage and “Ninety” is the call for it.
    LIGHT - A blow is too soft to inflict a wound. This typically happens when a person "machine guns" their 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.
    HAND/FEET – Hand and feet shall count at all times - this means that all hits to the hand and feet count as we now have armor for said areas.

    Please be aware of your surroundings at all times! During heavy combat, folks may be moving all around you and changing positions. Be aware of your swings and follow through. There could be someone who has moved right next to you during battle. If you are struggling with accuracy or control restrict yourself to swings towards the legs, arms, or mid chest, and avoid swings to the top of the shoulders.

    When using the Cleave ability role play it as it is a large, powerful swing while still maintaining medium contact.
     
    Last edited by a moderator: Mar 7, 2017
    Ard Jurgen Giveth praise for this remark!
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