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Combat Safety
Combat is one of the things which differentiates Live Action Roleplaying
from Live Roleplaying. In a Live Action Roleplaying game, your physical skill
determines if you hit your target, not dice rolled and checked against a table.
- Basics of Combat
- Illegal Activities
- Force Of Blows
- Calling Damage
- Parrying Weapons
Basics of Combat
Getting skilled with one of the padded weapons used for Magic Horizons
is simply a matter of practice, and will be covered in a future essay elsewhere
on this web site.
Being safe with the weaponry is a matter of rules observation.
The safety rules for Magic Horizons were written with the aim of
keeping combat fun and safe for all parties involved, from 90 pound women to 350
pound men. Safety is the single most important aspect of combat. Marshals
observing unsafe activity can pull fighters from combats, and even restrict
fighters from fighting in the game at future game days.
The first rule of safety is the word
"Hold!".
Hold means "stop right where you are, do not move, do not complete the
swing". Holds are called when:
- Someone is about to step into dangerous terrain, such as brambles, or into
a clump of poison ivy.
- You have been hit by a blow that is too hard, or lands in an illegal area.
- Physical contact (charging) has occured.
- You are unsure of the amount of damage you have taken from a foe.
- Any other reasons deemed suitable by a player or a Marshal at a combat.
During a hold, you may not make tactical plans, move from the place you were
in when a hold was called, cast spells, pick up dropped weapons or do anything
else that would effect the course of combat.
Safety is the single most important aspect of combat.
Illegal Target Areas And Illegal Activities
The following areas of the human body may not be targeted for feints or
blows. Blows that land there deliberately do no damage, and person so hit may
call a hold.
The head is defined as being from the collarbones on up to the top
of your skull.
The groin is defined as being from the pointy bones of your hips
down to the bottom of the crotch, forming a triangle.
The hands are defined as being from the bones of the wrist to the
tips of the fingers.
Parrying weapons strikes into illegal target areas is not a valid tactic for
avoiding damage. Likewise, deliberately moving your hand to interpose against a
shot is not a legal tactic. Doing either of these activities will cause a
Marshall to call a hold; repeated violations of this can get you removed from
the game for unsafe behavior.
The other illegal activity in combat is charging or physical contact.
Charging is defined as running into someone, and is called against the last
person to change direction before the hold was initiated. Thus, if you're
running away from someone, and they're chasing you, if you stop suddenly and
they run into you, the charging call would be on you.
Charging is also called when someone's shield makes physical contact with
someone else's body.
Force Of Blows
Care should be taken when striking blows at an opponent to keep the blows
crisp, clean and light. Fighting in a LARP should not result in bruises or
contusions or welts. At most, a sword strike should sting for a second after a
hit.
Making sure that blows come in cleanly, without excessive force, is
something that only comes with practice. If you feel that someone is hitting
too hard, call a hold, tell them in a polite manner that they're hitting too
hard, and offer to let them take a few calibration shots on you during the hold.
Two handed weapons are particularly prone to heavy handed chopping. To
avoid this, get in the habit of pulling your hand back just before the swing
hits. This makes sure that your blade hits lightly, and gets your sword back
into a ready position for your next strike faster.
Thrusting weapons hit differently than swinging weapons do, and can have a
tendency to point-mass. Point-massing means that a when the thrust lands, the
person using the weapon puts some of their weight behind it, or their momentum,
as with doing a fencing lunge. Care should be taken to avoid point-massing with
a thrusting weapon. If you use a thrusting weapon, it's often a good idea to
talk to your opponents in a hold to see if you're on the verge of hitting too
hard.
Charging is defined as running into someone, and is
called against the last person to change direction before the hold was
initiated.
Calling Damage
When you swing a blow at a target and land in a legal area, you need to call
your weapons damage out for each blow struck. For example, if you swing for 5
damage, each time you hit someone you need to call out "Five Damage".
If your weapon is silvered or magical, you need to call out "X silver"
or "X magic", where X is the amount of damage you do.
When throwing combination shots at the same part of someone's body, you must
bring the blade of your weapon back a minimum of 45° between shots.
Failure to do this is referred to as "machine gunning", and only the
first blow struck will be taken. (Obviously, a hold should be called to tell
the person doing this what they're doing wrong.) Blows that land on different
parts of an opponent's body will will never be considered machine gunning.
If a blow is parried, and the attacker still calls the damage, it is the
obligation of the defender to say "No" to the damage.
Parrying Weapons
There are two types of attacks used with melee weapons in Magic Horizons.
The swung attack (the classic sword swing) and the thrust (what you do with a
spear).
Swung attacks cannot "power through" a parry. Interposing the
blade to the line of attack is sufficient to parry the weapon, even if the force
of the swing makes contact with your body through the parry. Sweeping the
weapon into another part of your body is not a parry. You must
interpose the parrying weapon into the line of attack.
Thrusts are handled differently. To successfully parry a thrust, you need
to move the line of the thrust by a foot or more. Failure to do so will result
in the weapon hitting for legal damage. For most people, this effectively means
that you need to make the thrust miss.
In either case, parrying the weapon into an illegal target area will result
in that weapon doing no damage.
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