Sword dueling

Thief of Always said:
I was hoping for something compatible with d20, but really anything will work for me. I need something that sets dueling apart from other forms of combat, a way to reinforce the intimacy and atmosphere of dueling.

1 Roll initiative every round, rather than just at the beginning. Nothing is quite as boring as two combatants taking turns.
2 Use the active defense rule, where a player rolls 1d20+ bonuses for AC, rather than taking 10 (effectively).
3 Duelists should have power attack, expertise, and combat reflexes for the best options.
4 Use actions like bull rush, disarm, and trip as part of attack sequences, rather than just attack-attack-attack.
5 Disallow AoO for the combat, since the duelists are completely focusing on just each other. Instead, let them sacrifice AoO attempts to parry (opposed attack roll, yours has to beat theirs to successfully parry).
6 Give copious +2 bonuses for descriptive maneuvers, and for use of terrain (kicking a stool at them, jumping up on a table, using the chandelier or candlestick to parry instead of your sword).
 

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DanMcS said:
5 Disallow AoO for the combat, since the duelists are completely focusing on just each other. Instead, let them sacrifice AoO attempts to parry (opposed attack roll, yours has to beat theirs to successfully parry).

I'm not sure what you mean by "sacrifice AoO attempts". Does that mean you can only parry attacks that would otherwise draw AoOs. I don't see how disallowing AoOs make the combat more dualistic.

The SpellSlinger rules allow character to freely turn BAB into AC or Initiative each round. The characters decide how to allocate their "skill"; do you go for the quick kill or do you pump up your defenses hoping your opponent leaves himself open.

Aaron
 

Thief of Always said:
Does anybody know of a good sword dueling combat system? Any kind will do, although I'm mainly looking for something oriental. It doesn't matter the flavor, theme, etc. as long as it's not complicated.
If you're looking for something Oriental, then perhaps you should look at Oriental Adventures, which contains rules for iaijutsu duels.
 

Aaron2 said:
I'm not sure what you mean by "sacrifice AoO attempts". Does that mean you can only parry attacks that would otherwise draw AoOs.

By AoO attempts, I meant the normal 1 AoO a character can take each round, plus any extra from combat reflexes. IE, a character with three possible AoO/round (combat reflexes and dex 14) could try to parry 3 attacks.

I would also allow such use to make reflex saves (dodge) versus attacks that hit, too.

I don't see how disallowing AoOs make the combat more dualistic.

I meant it to allow maneuvers like disarm without the improved disarm feat- normally, you take an AoO for attempting a disarm; in a duel you don't; with the feat you get a +4 bonus to the attempt. Basically to encourage people to use maneuvers like that even if they don't have the improved feats.
 

I second Henry's motion. Riddle of Steel is a great system. At theriddleofsteel.net in the downloads section they have tons of stuff, including quick-start rules that are very watered down compared to the real thing (for example, the full system includes different styles of fighting and maneuvers for each style), but give an idea of what it is all about.

Oh, and the sorcery system for Riddle of Steel is really cool... :)

Henry said:
 

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