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Combat
There is no uniformity through different LARP games, although they may have similar styles, no one LARP will follow the exact same rules and regulations. Each individual game will provide a specific rule set located in the LARP's handbook. There are many variations of combat in LARPs, however, they fall under archetypes.
 * Point System - Depending on the character and LARP, your PC will have some form of Body and/or Armor that is measured nominally. Weapons also have a numerical value assigned, where upon a successful weapon strike you deal 'damage' equal to the number associated with your weapon type. This damage is dealt against your opponents Body/Armor. Typically, once you reach 0 body or less, you then begin the death stage which will be found in the handbook. A subset of the point system is the Location System, where points vary depending on where your opponent is struck. If they are wearing armor in that location, then the 'damage dealt' effects their Armor Points (AP), versus if you strike a location without armor you deal damage against your opponents Body Points (BP). The majority of LARP's utilize this system.
 * Limb Loss System - Not to be confused with the Location System where points are associated with different parts of the body with and without arm, instead the body is broken up into separate locations; Chest, back, and limbs. A successful weapon strike against the body or chest kills you, whereas a successful strike made against a limb either breaks or severs that limb, rendering it useless. There are variations and additional rules that can be found in that LARP's handbook. An example of a LARP that utilizes this system is Amtgard.
 *  'No-Touch' System - Typically seen in games such as Dungeons and Dragons and Pathfinder, but there are also LARP's which utilitze this system, statistics and damage dealt are determined through the use of cards or dice. The dice are first rolled to see if the attack was successful and is then followed by a second dice role to see how much damage is dealt.
 * Turn Based - Much like in Dungeons and Dragons this method of conflict resolution is taken in turns. This combat format is the primary system used in Theater-style LARPs. How turns work and what can be done during each turn is determined by the creator's of the game. Generally, who goes first is determined by some form of indicator and in the case of LARPs it is usually who acts first, this begins the engagement, essentially giving them an opportunity attack. Movement during a turn is determined by that character's movement speed, while actions are can be either consistent and unchanged rules or character specific. Each individual in the conflict has certain actions they can take on their turn. Chess is an example of a turn based game where who goes first is determined by the color of the pieces. That player now gets to make their movement, which in this case movement is synonymous to action. After their action resolves the other player's turn begins. This differs from the 'No-Touch' System, because a Turn Based LARP does not also mean no touching, although it can. An action from one character could end with their hand on the other character's shoulder. An example of a LARP that utilizes this system is the Otakon convention which also has its own LARP.
 * Practical - Full contact system where the core of the combat is completely dependent on what your character can do, not what your character has the stats to do. These types of LARPs exist with boffer weapons, but they are more commonly seen with real weapons and armor. This system follows variations of the Limb Loss System with the primary difference being realism. In some practical LARPs actions such as kicking another player's shield is authorize, as seen in the LARP Dagohir. Practical systems that involve real weapons and armor put emphasis on realism, specifically historic realism which is what the Society for Creative Anachronism strives to achieve. The SCA is techinally an educational group and not a LARP, however, they are the most widely known group that utilizes the Practical system of combat. On the RP side of things, Practical LARPs differ from Limb Loss LARPs because of the interaction that takes place between combat. Generally, but not always, Practical LARPs do not role play in between fights and if they do, they usually take on the role of a historical figure rather than a created character.
 * Ranged System - Ranged combat exists in nearly all LARP systems and is represented in different ways. Different types of things that could be seen within LARPs are; bows, crossbows, siege weapons, thrown weapons, spell packets, NERF guns, paintball guns, and Airsoft guns. Ranged weapons can fit into every combat system except the 'No-Touch' system. There are LARPs that are ranged combat only, although a majority of the rules widely vary, a majority of ranged only LARPs follow the base rule of one hit kill.
 * Non-Combat - All attention is directed to the Role-Playing element where combat is non-existent. This system is still Live Action because when you move, your character moves. This system is found commonly in Parlor style LARPs which fall under Theater-style LARPs. There are Parlor LARPs that still engage in combat, however, it is the largest genre of LARPing with no combat . An example of this LARP sans combat would be Wink Murder. Non-Combat is also a mechanic of other LARPs for players who want to immerse in the game world but are either incapable or unwilling to participate in combat. The rules of non-combat PC's differ from LARP to LARP.
 * Hybrids - The vast majority of LARPs engage in a combination of these combat systems with either the Point or Limb Loss system being at the foundation. There are LARPs that engage in a large combination of these systems, such as World of Darkness, which uses the Point, Turn Based, 'No-Touch', and (depending on the group) Non-Combat systems.

Weapons
There are a wide variety of weapons available to use in a LARP. The LARP's rulebook will dictate what is allowed, and if constructed, how it must be constructed to meet their safety requirements. Weapons fit the genre of your LARP and meet the safety regulations. A universal regulation is to pull your blow, meaning just before impact you slow the swing.The rule of thumb is, as your weapon looks more realistic it loses safety.

There are no universal safety regulations that determine what can and cannot be used in each individual LARP. Many LARPs follow closely to the safety regulations of more established LARPs. In the United States and Canada, the NERO International Game and the International Fantasy Gaming Society (IFGS) play the part of 'trend-setters'. They don't have real authority to approve or deny a weapon, however, the majority of LARPs undergo a weapon inspection at the beginning of an event to test the safety of the weapon both constructed and purchased. Because of NERO's and the IFGS's presence, manufacturers like Knighthawk Armoury will send their products to these organizations for approval before they make them available to the public.
 * Boffer - The generic weapon for a majority of LARPs. The basic construction involves PVC pipe, open-cell foam, closed-cell foam, and duct tape. Colors and measurements are specific to each LARP.
 * Foam -These weapons differ from boffer due to their lighter core, which is carbon fiber or fiberglass, and extra padding with thicker foam. The aesthetic of this weapon type is very unrealistic and is therefore the primary weapon type used in battle games.
 * Latex - A more aesthetically realistic weapon with emphasis on safety. Like the Foam weapon, the core is primarily made of fiberglass. A different tougher foam is placed in a mold for shape, then crafted for design, and finally the foam is manipulated to be tough but absorbing. This weapon type suggests using LARP silicon spray to help extend the life of the weapon. Manufacturers like Epic Armory place a Kevlar tip on the end of the weapon to prevent the core from penetrating the foam.
 * Calimacil - High in detail, design, and has extreme durability. This type of weapon requires no maintenance. It is latex free, but similar to latex utilizing a fiberglass core as well as a Kevlar tip . The primary difference between Calimacil and Latex is the type of foam that is used. Calimacil uses a thicker foam and some consider the foam to be to hard for LARP combat. Beyond the Veil is a LARP that allows Latex weapons, but Calimacil is prohibited.
 * Bow and Arrow - This is common to see at most LARPs, however due to the potential of injury there are very strict rules and regulations specific to each LARP. Bows should have a design relevant to that LARPs genre and time period, although regulations vary quite a bit, the average acceptable draw weight is 20-45 pounds. This range of draw weight is generally accepted because it enough propulsion for functionality, but not so much that a fully-drawn shot will cause damage. There are many ways to craft a LARP bow or they could be purchased. The arrows could also be crafted according to that LARPs regulations or LARP arrows could be purchased. Purchased and crafted arrows follow the same basic design, which is essentially a normal arrow with a coin cap and foam tip.
 * Crossbow - Similar to the bow, the rules and regulations are very specific to each LARP. The general acceptance is that the draw weight does not exceed 30 pounds. The bolt follows the same concepts as the arrow. They can be either crafted or purchased and in both cases the shaft is that of a normal bolt, but with a foam tip.
 * NERF - This weapon type is found in a wide array of LARP genres such as; western, sci-fi, steampunk, and many others. The weapons are typically painted to fit the genre they in, but sometimes if a LARP is using the Point System then certain colors associate what kind and how much damage is dealt. Some LARPs will utilize the 'one-shot-kill' rule, while others make the ruling that all weapons deal one damage. The guns are painted for design and also modified to add more realism and functionality, such as added a foregrip or tactical light.
 * Paintball - A generic match offers the Live Action part of LARP. Scenario events add the RP element of LARP such as the Beaches of Normandy scenario event hosted by White River Paintball in Indianapolis, Indiana. Paintball guns are very seldom used in LARPs, other than the case of scenario events.
 * Airsoft - Similar to paintball, Airsoft guns are rare to find as an acceptable weapon type in LARPs. Both require protective gear which can take away from immersion, however, the protective gear can add to immersion depending on genre which can be seen in Operation Aftermath, which allows NERF, Airsoft, and boffers.
 * Thrown - There are two primary types of thrown weapons in LARPs: Thrown and Spell Packet.
 * Siege
 * Real Weapons and Armor (For Practical larps and SCA)
 * Replica
 * Shield