It takes a fair amount of brains to be able to compete in most LARP combat. And I'm not referring to developing strategy of sorts.
I'm referring to the ability for a combatant to comprehend everything they've been hit with to determine their current state. In the heat of battle, it can be hard to tell if you should still be up or if you still had defenses for that spell you were just hit with. The following is a list of things that players should keep in mind in order to ease battlefield math as much as possible.
1. Add Instead of SubtractingSometimes it can be hard to keep track of how many hit points you have left. A lot of player will take their starting body and subtract hit points as they are damaged. Truth is, subtraction is a lot more difficult than addition, especially when you're not dealing with round numbers. So instead, count the damage you've taken with addition, and whenever you exceed your maximum hit points, then you know you're down.
2. Visual Representations of ProtectivesWe used to have protective rings, but let's be honest, those are hard to update or reference in a fight. Instead, use bracelets, rings, or any other simple identifier that can be seen on your hands to remind you what protective you might have. You can have your left hand represent inactive spells and have your right hand be active spells. If your blue bracelet is on your right hand, it means you still have a shield magic up. If your red bracelet is on your left hand, it means you do not have a magic armor up.
Obviously this doesn't need to be updated in the heat of combat. It's intended for remembering what you have between lulls instead of assuming you have all protectives.
3. Only Track YourselfA lot of the excessive damage taken by players is due to the fact that they are trying to keep track of how much damage they're putting out. Both PCs and NPCs do that. When you and your opponent both track the hits they're dealing instead of the hits they're receiving, one of you two is definitely going to take too much damage. Trust that the other person is going to monitor the damage that they're taking.
Next post will be about the ways that game designers can make it easier for the players to perform Battlefield Mathematics.