Combat Rules

In the following sections, you will find the fundamental principles that govern LARP combat within the game of Fayhaven, including safety precautions, weapon regulations, combat mechanics, and more - all of which are essential guidelines to engage in epic battles and immersive combat scenarios. Whether you are a seasoned LARPer or a newcomer to the realm of LARP, this page is REQUIRED READING for all players.

  • Fayhaven is a primarily PvE (Player vs. Environment) game rather than a PvP (Player vs. Player) game. This means that most combat-based conflict will occur between PCs (Player Characters) and NPCs (Non-Player Characters) such as monsters, bandits, etc. In this game, PvP combat is strictly on a consensual basis. This means that a Player wishing to have a physical combat interaction with another Player must receive their opponent’s full approval before they may engage in combat. Examples of this could include sparring in the combat arena, duels of honor, etc. At its core, combat is to serve the story, and so Fayhaven’s combat is more theatrical than competitive. This means that players engaging in combat - even with NPCs/Monsters - should do so with a mindset of roleplay and encouraging fun rather than “winning.” Fayhaven’s combat system is structured to maximize the narrative significance of combat, while also keeping it fun and safe for all involved.

  • Safety is of utmost importance in LARP combat to ensure the well-being and enjoyment of all participants. If a player ever witnesses a safety concern during combat that requires immediate attention, they are required to shout “STOP FIGHT!” which will be followed by all players within the area repeating the shout and kneeling down to wait for the safety concern to be resolved. Once the safety concern has been addressed, the shout of “GAME ON” can be issued, and all players may resume the encounter.

    The following are examples of safety concerns which would merit the above response:

    • Injury

    • Illness

    • Hazardous terrain

    • Broken weapons or armor

    Combat is not permitted in the following locations:

    • Under any roof (i.e. inside tents or buildings)

    • While eating

    • In or around the bathrooms/shower house

    • In the out-of-game area

    • In or around tents, tent guy wires, ropes, or other tripping hazards

    Players must use only approved LARP weapons that meet safety standards. Players must inspect their weapons before each combat session to ensure they are in good condition, without any sharp edges or protruding parts. Players must not use excessive force during combat and must not strike the head, neck, or groin areas. Grabbing an opponent’s weapon or physically grappling are not permitted. If a player witnesses another player fighting in a dangerous manner, they must use the “STOP FIGHT” rule explained above and must additionally report this behavior to a staff member who will address it. Staff members reserve the right to stop any player who is deemed “unsafe” from participating in combat either temporarily or permanently.

  • Combat in this game involves striking one’s opponent with full speed and full contact but minimal force. The goal should be to strike your opponent with only enough force for them to know they’ve been hit. Note that this level of force may vary depending on whether your opponent is wearing armor or not. All strikes deal 1 point of damage, with two exceptions being arrows, which deal 3 points of damage and giant monsters (you’ll know it when you see it) which also deal 3 points of damage per hit. Striking areas include arms, legs, and torso (whole midsection including chest, belly, and back). Non-striking areas include head, neck, groin, hands, and feet.

  • Hit Points (HP) are the number of hits/damage points a player can take in a certain area of the body before that body part is rendered useless/broken. Each player’s limbs have 1 HP and their torso has 2 HP. Once a player’s limb has been reduced to 0 HP, the player loses the use of that limb. For example, the loss of an arm would be portrayed as hanging your arm limply by your side and the loss of a leg would be portrayed as dragging that leg or limping while moving. Note, a player is not permitted to block oncoming strikes with a limb that has been lost. Once a player’s torso has been reduced to 0 HP, that player falls to the ground and is considered “Downed” (see next section for more details). Armor can be worn to increase the number of HPs of a given area of the body (explained further in the Armor section).

  • A player is considered “wounded” if they have received any level of damage to their body but have not yet been reduced to 0 HP in their torso. A player in this state can have all HP restored by either being healed by a healer or by waiting until the next mealtime. When a player has been reduced to 0 HP in their torso, they are considered “downed” and must fall to the ground and a 2 minute “bleed-out” period begins. While in a “downed” state, a player cannot move but they can still call out for aid from a healer. If 2 minutes pass, and the player has not been healed by a healer, they have lost too much blood and have entered the state of being “unconscious.” Once a player falls “unconscious” they must return to town and go straight to the infirmary where they will be restored to full HP (see details on healing and the infirmary below). “Death” in Fayhaven is not a mechanic of the game but is, instead, a personal roleplaying choice that is left up to the player. If you decide that it is time for your character to die permanently, when and how that happens is left entirely up to you.

  • When a player is in a “wounded” or “downed” state, a healer can restore them back to full HP by attending to them closely for 30 seconds (armor points are unaffected by this healing and must be repaired as stated in the Armor section of the rules). During this time, the player being healed must remain in one spot and must not engage in combat. Healers are given the flexibility to roleplay the healing process however they wish to for that 30 second time period. This could look like tying a bandage onto the wounded players arm, using healing herbs, giving them a potion, etc. (the actual ingestion of liquid must only be done on a consensual basis). Once a player has fallen “unconscious” in battle, an individual healer cannot heal them, and the player must return to town and go straight to the infirmary where they must stay for 10 minutes before returning to the game with full HP restored (not including armor). The infirmary will be a large medical tent with cots and several healers working there. For roleplaying purposes, this 10-minute period is a good time to interact with the healers there and pay them a coin or two for saving your life. For real life purposes, this 10-minute period is a good chance to take a breather and rehydrate before reentering the game.

  • Armor can be worn to increase the amount of damage a player can take in the area of the body the armor is covering. Different types of armor possess different HP values, which equate to the number of points of damage they can receive before being broken. Once a piece of armor is reduced to 0 HP (“broken”) a player will receive damage in that part of the body as if the armor were not there. For example, a leather bracer possesses an HP value of 1. Therefore, if a player is struck by a weapon on the bracer, it can absorb that strike without damaging the player. However, now that the bracer has been reduced to 0 HP, the next strike a player receives in that area will do the normal 1 point of damage, which results in the loss of that limb.

    Once damaged, armor can be repaired/restored in one of two ways:

    1. All armor is automatically restored to full HP at mealtimes.

    2. Armor can be restored/repaired at any time by visiting the armorer in town.

    Types of armor

    • Light | +1 HP - Leather (at least 6oz.) and padded cloth gambesons.

    • Medium | +2 HP – Metal reinforced leather, chainmail, and scale armor.

    • Heavy | +3 HP – Metal plate armor.

    Warriors can wear Light, Medium or Heavy armor and can stack armor for a maximum of +4 HP in a given area of the body. All other classes are only permitted to wear light armor for a maximum of +1 HP in a given area of the body.

  • Sidearm – a weapon under 18” in total length which can be wielded by any player by itself or wielded along side a one-handed weapon.

    One-handed – a weapon between the total length of 18” and 40” which can be wielded by any player.

    Two-handed – a weapon greater than 40” in total length which can only be wielded by the Warrior player class.

    Mage staff – a staff (with no blade) up to 80” in total length which can only be wielded by the Mage player class.

    Bow/Crossbow – arrows deal 3 points of damage and can be wielded by any player.

    ***Throwing weapons are not permitted in this game.***

  • Shields can block incoming strikes from all weapons including arrows. All players can carry a shield classified as a “buckler,” which is any shield less than 18” in width and height, but only players in the Warrior class can carry a shield above that size.

  • All weapons and shields must be made by a professional LARP manufacturer, such as Calimacil, Epic Armoury, Nemesis, Mytholon, etc. Weapons must be of the foam-latex or foam injection-molded type.

    Bows and crossbows must have a maximum draw-weight of 32lbs at a draw length of 28" for bows, or “full-draw” for crossbows. Bows and crossbows must be period appropriate, such as longbows, recurve bows, horse bows, and wooden medieval-style crossbows. Modern bows/crossbows or compound bows are not permitted.

    All arrows must be fixed-head, flat sponge-tipped arrows made by a LARP manufacturer.

    All weapons must be visually approved via email (contact@fayhavenlarp.com) prior to the event and will be physically inspected for safety at the beginning of the event.