Daern
Explorer
Tonight we had our long awaited jousting tournement. I made up some rules for the occasion, drawing on old Dragon mags, Pendragon RPG, the film "A Knight's Tale" and various forum posts. In general the design goals were to allow player characters to participate with a minimum of fiddling with their character and I wanted the jousting matches to be strategic but very quick. During the session the numbers were slightly different, and I didn't allow players to combine the attack options with exploits, but talking it over afterward, this is what seemed to make sense.
Gaming a knightly joust was lots of fun! Anyways, here it is. Feel free to comment.
Trappings of the Joust:
o Lance (One-handed melee military; +2 proficiency; 1d10 dmg; Properties: Reach; High Crit)
o Heavy armor, Shield, Warhorse. (Only special jousting lances may be used in competition, no magical weapons. Magic Armor is acceptable.)
o Mounted Combat is not essential but usually grants +5 damage.
Three Passes: A knight wins by breaking more lances than his opponent, or by unhorsing his opponent. If there is no winner after 3 passes it is a draw, unless a knight challenges for a duel (this is rarely done in public competition unless there is a grudge involved). A challenge may be made on the spot. It is honorable to accept a draw. It is not honorable to refuse a challenge. It is not honorable for a loser to challenge to a duel.
Rules
1. Equal Initiative
2. Both riders Move at full speed toward each other (both riders may take a minor action).
3. Both riders Charge: Basic Melee attack (+1 to hit ) or Charging Power (Howling Strike etc).
4. Athletics Check: DC 5+ damage dealt to stay mounted.
5. Critical hits and strikes of more than 10 hp break the lance.
6. If both riders fall, melee weapons are provided and the duel is finished on foot.
Tactical Options
• Minor: Crouch defensively (–2 to hit / +2 AC / +2 Athletics); make a Standard Action.
• Minor: Reach forward (win Initiative/ -2 AC/ -2 Athletics); make a Standard Action.
• Minor: Target the head (–3 to hit = Max damage); make a Standard Action (Some consider it dishonorable to use this tactic).
• Power that allows charging (ex. Cometfall Charge, Glorious Charge)
Dueling
• 3 Rounds. Best of three strikes, or first blood.
Dishonorable Acts (Causing Forfeit of the Joust)
• Striking the horse.
• Obvious use of magic.
• Using a lance of war.
• Charging too late or too early.
Gaming a knightly joust was lots of fun! Anyways, here it is. Feel free to comment.
Trappings of the Joust:
o Lance (One-handed melee military; +2 proficiency; 1d10 dmg; Properties: Reach; High Crit)
o Heavy armor, Shield, Warhorse. (Only special jousting lances may be used in competition, no magical weapons. Magic Armor is acceptable.)
o Mounted Combat is not essential but usually grants +5 damage.
Three Passes: A knight wins by breaking more lances than his opponent, or by unhorsing his opponent. If there is no winner after 3 passes it is a draw, unless a knight challenges for a duel (this is rarely done in public competition unless there is a grudge involved). A challenge may be made on the spot. It is honorable to accept a draw. It is not honorable to refuse a challenge. It is not honorable for a loser to challenge to a duel.
Rules
1. Equal Initiative
2. Both riders Move at full speed toward each other (both riders may take a minor action).
3. Both riders Charge: Basic Melee attack (+1 to hit ) or Charging Power (Howling Strike etc).
4. Athletics Check: DC 5+ damage dealt to stay mounted.
5. Critical hits and strikes of more than 10 hp break the lance.
6. If both riders fall, melee weapons are provided and the duel is finished on foot.
Tactical Options
• Minor: Crouch defensively (–2 to hit / +2 AC / +2 Athletics); make a Standard Action.
• Minor: Reach forward (win Initiative/ -2 AC/ -2 Athletics); make a Standard Action.
• Minor: Target the head (–3 to hit = Max damage); make a Standard Action (Some consider it dishonorable to use this tactic).
• Power that allows charging (ex. Cometfall Charge, Glorious Charge)
Dueling
• 3 Rounds. Best of three strikes, or first blood.
Dishonorable Acts (Causing Forfeit of the Joust)
• Striking the horse.
• Obvious use of magic.
• Using a lance of war.
• Charging too late or too early.