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Jousting in Oppara
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<blockquote data-quote="RangerWickett" data-source="post: 7230716" data-attributes="member: 63"><p>I ran the race this past Sunday, and yeah, the speed difference mattered, but actually third place was a paladin riding a bull wish speed 40.</p><p></p><p>I guess I didn't include it, but your place in the race depended first on the number of rings recovered (up to 3), then on how fast you finish the race. Your success determines your seeding in the joust bracket. One PC who built her character for riding just breezed through the race, got three rings, and pulled off tons of jumps. </p><p></p><p><strong>Why is it so hard to stay in your saddle when you jump your horse? DC 15 or else you fall out, no matter how small a jump!</strong></p><p></p><p>Well, that PC succeeded all his jumps while a few of the NPC racers fell when they tried to hop over hedges. But second through fifth place was pretty close. </p><p></p><p>This Sunday is the joust itself, with 4 PCs, 11 NPCs, and one bye because I had one of the NPC racers cheat just to show that the judges are watching. </p><p></p><p>The way I'm running the joust is that the jousters take three charges at each other with lances (which shatter and thus automatically deal nonlethal damage), and can either try to bull rush their opponent or hit for damage. Even if you get dismounted you keep fighting until one person is either unconscious or yields; obviously it's dishonorable to attack your opponent's horse.</p><p></p><p>Each time they charge on the joust, they roll initiative, and whoever wins gets a +4 to their attack roll. Because lances do double damage, it's likely someone will get knocked out and fall, but it's also possible they'll finish all three charges and both proceed to melee combat on foot (with squires tossing them weapons).</p><p></p><p>After each round there's 2 hours to recover from nonlethal damage, and a cleric will channel to heal 2d6 damage, but the jousters are forbidden from receiving outside healing or other magical assistance. Jousters can heal themselves, but not use magic items to heal.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7230716, member: 63"] I ran the race this past Sunday, and yeah, the speed difference mattered, but actually third place was a paladin riding a bull wish speed 40. I guess I didn't include it, but your place in the race depended first on the number of rings recovered (up to 3), then on how fast you finish the race. Your success determines your seeding in the joust bracket. One PC who built her character for riding just breezed through the race, got three rings, and pulled off tons of jumps. [b]Why is it so hard to stay in your saddle when you jump your horse? DC 15 or else you fall out, no matter how small a jump![/b] Well, that PC succeeded all his jumps while a few of the NPC racers fell when they tried to hop over hedges. But second through fifth place was pretty close. This Sunday is the joust itself, with 4 PCs, 11 NPCs, and one bye because I had one of the NPC racers cheat just to show that the judges are watching. The way I'm running the joust is that the jousters take three charges at each other with lances (which shatter and thus automatically deal nonlethal damage), and can either try to bull rush their opponent or hit for damage. Even if you get dismounted you keep fighting until one person is either unconscious or yields; obviously it's dishonorable to attack your opponent's horse. Each time they charge on the joust, they roll initiative, and whoever wins gets a +4 to their attack roll. Because lances do double damage, it's likely someone will get knocked out and fall, but it's also possible they'll finish all three charges and both proceed to melee combat on foot (with squires tossing them weapons). After each round there's 2 hours to recover from nonlethal damage, and a cleric will channel to heal 2d6 damage, but the jousters are forbidden from receiving outside healing or other magical assistance. Jousters can heal themselves, but not use magic items to heal. [/QUOTE]
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