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Damage, Calls, Paces

2 hours ago
2 min read

Damage


Two warriors fighting at a barrier, showing damage in the Dawn lands LARP.

Each weapon has its damage and associated types or effects listed in the weapons section. Weapon damage is done when you strike an opponent with a weapon in a valid area. In order to calculate damage done, you simply subtract your opponent’s APR from your weapon damage. The result is subtracted from your opponent’s HP.


Certain abilities and effects can modify the damage done by weapons or give them extra effects. Damage can never be reduced to below zero.


During inspection, a guard will place tape marks on your weapon(s) to show the damage it deals. This may change during play. The marks must be prominently shown, easy to see and must be in plain view and cannot be hidden. If for any reason you have a permanent effect applied that modifies your damage, you should apply or remove marks as appropriate. Marks are also available at the gate when you arrive at the event.


Damage Types

Damage may have certain types associated with it. Different damage types are listed as follows, and although some do not have extra effects by default may have extra effects encoded on skills that apply to them.


Weapon: No extra effects.

Piercing: Piercing damage is not reduced by APR. Remember all daggers are piercing and everyone can use a dagger (except for Battle Clerics).

Lightning: Lightning damage is not reduced by APR and may not be blocked by shields.

Holy: Damage is doubled against demons, devils, or undead.

Poison: Poison damage is not reduced by APR.

Fire: No extra effects.

Cold: No extra effects.

Necromancy: Ignores APR, but can be blocked by shields.

Backstab: Ignore APR.


These damage types might also have an immunity associated with them. Immunity to a certain damage type will reduce all damage of that particular type to zero, though effects tied to spells or abilities may still apply.


Calls

Some abilities need to be “called out.” You should make your best effort to call out damage and abilities in a clear and loud manner. If you cast a Lightning Bolt Spell, please let the target know it is “two damage lightning.” There will be Loremasters on hand to help with this and to clarify when needed. If there is a damage type associated with this attack, then that must also be called out.


If you have an ability that cancels out another ability you must call out “absorb” when it takes effect or call out the name of that ability.


Paces

Some classes have abilities that rely on “paces.” A pace is one standard length human stride at a normal walking speed. This is a subjective measure and should be taken in good faith. Please check with a Guard or Loremaster if you have any questions about the applicable distance for an ability. 


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