There are a myriad of different rule systems out there. Being the case it would be impossible to tackle them all in one article. One thing most of these systems share, however, is a rule set for working out when you need to fall over. The use of how armour is implemented as a rule varies from system to system.
1 – Hit-points
One of the easiest systems to get our head around is one implemented in Empire. The way these methods works is by extending a number of hits someone has depending on the armour they are wearing. For example, if a character has 3 hit points basic this rule would mean that if they are wearing heavy armour they would receive an additional 3 hit points, totalling 6. This system is quite simple and means that only one number has to be accounted for during combat.
2 – Armour Points
Another way armour is used in LARP is an iteration of the above. Here we have two pools of hit points. The first that we receive as our normal hit points. With the second being a pool that comes from our armour. This rule system is in use in the Lorien Trust LARP system. Here if a character is hit they will subtract the hit against their armour pool. If this pool is depleted they will continue to subtract off their normal hit points. Systems like this will also normally require the two pools to be restored in different ways.
3 – Armour Class
A third way in which armour can be used in LARP systems is by using an armour class (ac). Similar to how board games like Dungeons and Dragons operate. In this example we have an AC, let’s say 3. If we have been struck the damage we take needs to beat that armour count to deal damage. This meaning that someone would need to call ‘Quad'(4) to deal damage to us, and in turn we’d take the excess damage (1). This system can lead to problems as it scales with power creep over time.