RangerWickett
Legend
I'm looking for inspiration for house rules to make duels more interesting than just chopping through each other's "abstract survival points." I come primarily from a D&D/Pathfinder background, but I've fenced a bit so I know things get more complex than two people just hacking at each other.
What sorts of novel fencing or dueling systems have you played? In particular, I'm interested in systems that offer one or more of the following:
a) characters change stances or techniques mid-fight to try to get an upper hand
b) it's possible to defeat an enemy simply by getting the upper hand; for example, maybe you never actually land a blow until the end of the fight, and every 'success' up to that point is simply getting your foe more off-balance so you can deliver a single killing strike
c) there's more nuance than "hit" or "miss," and more reactions between the two duelists than "I make an attack roll" and "I make a parry roll."
And ideally it wouldn't take more than a few minutes to resolve a duel. Any ideas?
What sorts of novel fencing or dueling systems have you played? In particular, I'm interested in systems that offer one or more of the following:
a) characters change stances or techniques mid-fight to try to get an upper hand
b) it's possible to defeat an enemy simply by getting the upper hand; for example, maybe you never actually land a blow until the end of the fight, and every 'success' up to that point is simply getting your foe more off-balance so you can deliver a single killing strike
c) there's more nuance than "hit" or "miss," and more reactions between the two duelists than "I make an attack roll" and "I make a parry roll."
And ideally it wouldn't take more than a few minutes to resolve a duel. Any ideas?