LARP Adventures strives to create our own unique interpretation of what has come to be known as a Nordic Style LARP. To that end we strive to keep our rule set as concise and simple as possible.
If you can do it, or if it can be represented by props or role play you can do it.
Our goal is three fold - Immersion, Collaboration and Artistic Vision
C.O.M.B.a.T. SYSTEM *** BASIC RULES OF PLAY***
By Skip Lipman
A simple points based hit system I have developed to simulate fantasy medieval battles called The C.O.M.B.a.T System (tm). (Complete Obligatory Melee Battle and Tactics) The goal is to keep the basic rules simple and easy to learn. I will get into the details weapon classes, and what determines a hit later but here are the basics:
WEAPONS & DAMAGE
HAND TO HAND COMBAT WEAPONS
One handed weapons will do 1 point of damage*
Weapons wielded with two hands will do 2 points of damage**
Stabbing counts the same as above one handed will do 1 point, two-handed will do 2 points
Arrows count as 3 points***
Bows should be of wood or appear as such, fiberglass and PVC bow are allowed so long as they are finished to look period. Bows must be of a maximum draw weight that may not exceed 35 pounds with a 28 inch draw.
Thats: 35# @28”
35 pounds is the maximum draw weight allowed on the field. Archers with this maximum draw weight should never fire from full draw closer than 30 feet. (approx 8 Meters) Under 30 feet use a half draw.
With a bow of less than a 30 pound draw weight this safe draw distance is cut down to 20 feet. (approx 6 Meters) Under 20 feet use a half draw.
Never fire your bow at anyone under 10 feet in range (approx 3 Meters) The arrow can bounce back and injure you or someone else.
NO MELEE COMBAT WITH A BOW
If you are charged you may not use your bow to defend or block, cast it aside carefully and recover it after combat. If you decide to enter melee put down your bow before you enter combat. Bows are not padded weapons and may hurt someone by accident if carried into fighting.
Arrows need to be made to a high level of safety and precision. Pointing out the obvious - No field tips are ever to be left on a "safe for shooting at other people" arrow. Arrows may be constructed on aluminum, carbon shafts, or of wood and fiberglass, but these must be covered with black or brown tape so that they do not splinter. Homemade arrow tips must be at least 2.25" in diameter, they must have a closed cell foam base, and be padded with a solid piece of at least 2 inches medium density open-cell type of foam. The tips of the shaft must have a Kevlar, high strength impact plastic, penny or other similar object between the core and the foam; arrow fletchings must also have at least three fletches. Arrowheads must be firmly affixed to the shaft and not wobble or rotate. Arrows are one of the hardest weapons to make safely, new archers are strongly encouraged to speak to a veteran player with arrow construction experience before attempting to construct any arrows on their own. All arrows whether purchased from Weekend Warrior or not will be subjected to intense safety scrutiny. For homemade arrows an arrow will be opened and dissected randomly from your set to check construction. Crossbow bolts are the same with the exception that they only need 2 fletches.
PICKING UP ARROWS
You may pick up anyone’s arrows and fire them during a combat engagement. However, be sure to quickly assess them to make sure they are safe to use, and be sure to get them back to their owner after the fight.
1 point to any limb renders that limb useless, drop your arm to your side, or if it is your leg you may drag it or go down to your knee.
1 point to your torso is death.
Additional points to an injured limb is death. (***the first arrow to injure a limb does not kill even if it does more than 1 Hitpoint of damage.** However, a two-handed attack will cause death as the strike is considered to have cleaved through the limb and into another location.)
Hands, feet, and head are not legal hit zones.
Wearing armor gives you bonus hits. Armor is location based, meaning it protects only the area it covers.
Leather armor will grant you 1 extra hit per location. Meaning it will absorb 1 point of damage before it is destroyed and you take a wound.
Studded, ring or steel reinforced armors get 2 points - or one two handed shot before it’s destroyed,
Chain gets you 3
Plate will take 4
You may mix armor ie plate pauldrons and studded bracers. Hits are then determined by where a blow is landed. Hits between armor, your gaps, count as unarmored.
*** Armor and arrows- As stated above, but worth reiteration, arrows to a limb count as a wound and not a kill, but as far as damage to armor they count as 3 points. Arrows go straight through up to 2 points of armor, ie. Studded. Chainmail or armor worth 3 points will take one arrow hit, but is destroyed, the second arrow will get through. Plate with gambeson, 5 armor points is the same. Only a Warrior with Armor Proficiency Skill with max armor of 6 points can withstand 2 arrow hits before their armor is destroyed.
****Magic...is limited, this game system is primarily combat oriented, but there will be some NPC magic that will be fun and fair out there so players can experience some magical effects.
There will be a weapons check for safety and a brief rules description before at each event, the honor system will be in play and all NPCs will have the ability to call hits.
Specifically as applies to to two-handed weapons: Bladed weapons shall be considered two-handed as long as they are over 40" in total length and wielded with two hands. A weapon wielded one handed regardless of length will do one point of damage.
Two-handed weapons include - swords, axes, glaives, warhammers and spears (simple staves and wood clubs always do one point of damage whether wielded with one or two hands.
Layering armor counts as the sum of the total armor points up to the highest armor value +1, so long as the armors cover at least 2/3 of the hit location. Each hit location is considered as separate for calculating hits and wounds, if your armor is depleted in one hit location it is not depleted in other hit locations. Allowing for wounds to your limb while you to still have armor points left on your torso, or other armored limb.
HITS, STABS AND HIT LOCATIONS
This system is intended as 100% speed with medium touch, and light touch when stabbing. A hit is a strike that makes contact either stopping the weapon or causing it to change direction, contacting with direct force of the blade or striking surface. Strikes of the flat of blade do not count as hits. Do not try to power through with a blow, think of combat more like fencing where you are using a realistic strike to land blows on your opponent, but not to inflict actual damage. If you attempt to block but are still hit by your opponent’s weapon it still counts as a hit, the blade is always alive. Tippy tap strikes or high speed tapping are considered meta-gaming and are frowned upon as they do not fit in the spirit of the rules.
Stabs are best when thought of as light hits, as they can be amongst the most dangerous strikes for players. When stabbing, your target should be to touch the opponent not push through them.
As an honor based system we want to create a culture of fairness and hit taking, call your own hits, when in doubt die.
Legal Hit Locations
Arms, left and right are separate hit locations
Legs , left and right are separate hit locations, buttocks left and right sides
Torso, from your shoulders to your waist
Non-Legal Hit Locations (Places not to target)
Shields cannot be destroyed, no matter the number of hits they take.
NO SHIELD BASHING
Shield bashing is not allowed. Your shield, may contact an opponent or their shield (for example in the press of a shield-wall) or while engaged in combat. We call this shield control or shield pushing.
However, you can not put force behind it to strike your opponent to disorient them, or use your weight or strength to force them to the ground.
The edge of your shield may be used to deflect blows, feint, move or hook an opponent's shield, but as above should never be used as an attack to physically strike your opponent with the intent of disorienting them.
NO GRAPPLING AND LIMITED NON WEAPON TACTICS
There is no grappling, do not physically grab an opponent. No submission holds, takedowns, or wrestling. No Kicks.
Striking your opponent is a form of communication. You are informing them that they have been hit. You should only strike with enough force to let them know. Thus you should be judicious and courteous when striking unarmored opponents. For those being struck, any hit that lands on you counts. You should not debate whether it was “strong enough” to pierce your armor or skin, that's why we have the point system. If it lands, it counts. There are no light hits.
Headshots do not count and you are instructed specifically to avoid striking your opponent's head. It is common courtesy to let them recover from an inadvertent headshot before continuing the fight.
In the case of an injury or danger call “TIME OUT!” all combat in the vicinity stops. Look around you and try to understand the situation, it may be you that is in danger. If there is an injury all nearby players should summon medical personnel and follow their instructions.
NO THROWING WEAPONS
We will not be using coreless throwing weapons at this event. No weapons may be thrown or count as causing hits from thrown strikes.
You, me, everybody, everybody dies in play. There is no permanent death. A good death is the best gift you can give to an opponent. Blood curdling screams, a last gurgle, and final words from behind clenched teeth are a great ways to go. Be creative, but try not to over do it. Fall where you are if possible or move to a safe place and go down. Try and stay down and in place for the duration of the combat. If you must move, move out quickly and away from other combat, put your weapon on your head to identify yourself as a non-combatant.
THE AFTERLIFE & HEALING
After you are wounded or die you will have several options, there will be multiple locations throughout the site for you to go to for healing and re-entry into the game. There will also be other ways that you can re-enter the game and heal depending on the scenario.
NPCs & DEATH
Many times after a combat is resolved the NPCs, will roleplay the situation out, gather the wounded, resurrect the dead and roll out to the next location or quest event, at which point your group if lead by an NPC will do the same. Try not to run off for revenge the second you are revived, a good rule of thumb is try to never use in game information from five minutes before or after your death.