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qucik and dirty jousting rules
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<blockquote data-quote="jasper" data-source="post: 308879" data-attributes="member: 277"><p>Jousting Quick and Dirty</p><p>The sidebar on 299 was just a nice suggestion, so here are some extra items to expand on them.</p><p></p><p>Three general joust exist which honor, combat, and trial. Two different joust fields exist which are the standard line and the open field. </p><p>The standard line field has combatants line up across a wall, barrier, or rope. The opponents charge one another and only the lance crosses the barrier. See the Ivanhoe movies. </p><p>The open field has all barriers remove but combatants must stay in agreed upon area. This could be the field in front of the stand up to the whole shire.</p><p></p><p>The joust of trial by combat is regular combat only with the rules set by judge. Generally it is to the death or unconscious of one combatant. </p><p></p><p>The joust of honor uses a blunted lance. The joust is show off the jousters skill and provide entertainment to the crowd. No dodge feats may be used. Since the participant is pulling the blow, damage is treated as subdual. If a dodge feat is used, the person will lose honor points. If the person strikes the horse, he loses honor points. </p><p></p><p></p><p>Initiative differences. The knights are trying to meet in the middle of arena. So the movement rules do not apply. A does not go move first then B. </p><p>If more 15 points between players, the winner has met his opponent about twenty feet to his opponents side. The winner gains a +2 circumstance bonus for the blow. If more than 9 but under 15 points, the winner has met his opponent about ten feet to his opponents side. All other differences have the fighters meeting in middle of field.</p><p></p><p>Rolls of 1 or 20 result in shattered lances. On a roll 1, reroll if a 1 is the result the opponent takes 1d3 points of real damage due to splinters.</p><p></p><p>Ride check is 5 + damage done + over amount of to hit. An example is two knights in chain and shield with and AC of 16. Knight Arthur rolls 20. DC is 5 + 10 pts damage + 4 or DC 19 to stay horsed. The + 4 represents how close you came to hit the sweet spot and the opponent going with the show. If the person misses her check, she must make a Ride check of DC 20 to do a fast dismount and stay on her feet. If she fails this, another Ride check for Soft Fall must be made. The DC is 15. If she fails the soft fall she takes damage and on natural 1. She is stunned for 1d4 rounds. The stun represents the ride was not expecting the game to get serious.</p><p></p><p>The joust of combat uses a regular lance. All damage is real and dodge feats may not be used. The initiative differences apply. The Ride checks apply however the character is not stunned if he fails a soft fall check.</p></blockquote><p></p>
[QUOTE="jasper, post: 308879, member: 277"] Jousting Quick and Dirty The sidebar on 299 was just a nice suggestion, so here are some extra items to expand on them. Three general joust exist which honor, combat, and trial. Two different joust fields exist which are the standard line and the open field. The standard line field has combatants line up across a wall, barrier, or rope. The opponents charge one another and only the lance crosses the barrier. See the Ivanhoe movies. The open field has all barriers remove but combatants must stay in agreed upon area. This could be the field in front of the stand up to the whole shire. The joust of trial by combat is regular combat only with the rules set by judge. Generally it is to the death or unconscious of one combatant. The joust of honor uses a blunted lance. The joust is show off the jousters skill and provide entertainment to the crowd. No dodge feats may be used. Since the participant is pulling the blow, damage is treated as subdual. If a dodge feat is used, the person will lose honor points. If the person strikes the horse, he loses honor points. Initiative differences. The knights are trying to meet in the middle of arena. So the movement rules do not apply. A does not go move first then B. If more 15 points between players, the winner has met his opponent about twenty feet to his opponents side. The winner gains a +2 circumstance bonus for the blow. If more than 9 but under 15 points, the winner has met his opponent about ten feet to his opponents side. All other differences have the fighters meeting in middle of field. Rolls of 1 or 20 result in shattered lances. On a roll 1, reroll if a 1 is the result the opponent takes 1d3 points of real damage due to splinters. Ride check is 5 + damage done + over amount of to hit. An example is two knights in chain and shield with and AC of 16. Knight Arthur rolls 20. DC is 5 + 10 pts damage + 4 or DC 19 to stay horsed. The + 4 represents how close you came to hit the sweet spot and the opponent going with the show. If the person misses her check, she must make a Ride check of DC 20 to do a fast dismount and stay on her feet. If she fails this, another Ride check for Soft Fall must be made. The DC is 15. If she fails the soft fall she takes damage and on natural 1. She is stunned for 1d4 rounds. The stun represents the ride was not expecting the game to get serious. The joust of combat uses a regular lance. All damage is real and dodge feats may not be used. The initiative differences apply. The Ride checks apply however the character is not stunned if he fails a soft fall check. [/QUOTE]
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