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What Rules for Duels Rule?
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<blockquote data-quote="Chaldfont" data-source="post: 2261269" data-attributes="member: 1472"><p>I watched Kill Bill 1 again the other night and I'm going to see Star Wars EpIII Sunday. Both have sword duels where the fight will be decided by pretty much one blow. Anyone who played the old PS1 game Bushido Blade knows what I'm talking about (was I the only one reminded of Bushido Blade by the final duel in Kill Bill 1?). The movie Hero also fits the bill.</p><p></p><p>What rule set would you use for a sweet duel between two, evenly matched opponents in a chess-match fight to the death? I want the players to ponder every move. I want the characters to circle each other, looking for weakness until the final strike decides it. I want to minimize the effect of chance and maximize the effects of terrain, position, and tactics.</p><p></p><p>I think it would be fun to have a couple duels prepared for lightning-fast pickup games at Gencon.</p><p></p><p>Some ideas (in brainstorm order):</p><p></p><p>How do you set it up so that a good initiative roll doesn't necessarily win the match?</p><p>Use D20 Modern massive damage threshold.</p><p>Encourage use of fighting defensively, Combat Expertise, Bluff, Improved Disarm, Improved Sunder, etc.</p><p>Roll Initiative every round, with circumstance modifiers?</p><p></p><p>What else?</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 2261269, member: 1472"] I watched Kill Bill 1 again the other night and I'm going to see Star Wars EpIII Sunday. Both have sword duels where the fight will be decided by pretty much one blow. Anyone who played the old PS1 game Bushido Blade knows what I'm talking about (was I the only one reminded of Bushido Blade by the final duel in Kill Bill 1?). The movie Hero also fits the bill. What rule set would you use for a sweet duel between two, evenly matched opponents in a chess-match fight to the death? I want the players to ponder every move. I want the characters to circle each other, looking for weakness until the final strike decides it. I want to minimize the effect of chance and maximize the effects of terrain, position, and tactics. I think it would be fun to have a couple duels prepared for lightning-fast pickup games at Gencon. Some ideas (in brainstorm order): How do you set it up so that a good initiative roll doesn't necessarily win the match? Use D20 Modern massive damage threshold. Encourage use of fighting defensively, Combat Expertise, Bluff, Improved Disarm, Improved Sunder, etc. Roll Initiative every round, with circumstance modifiers? What else? [/QUOTE]
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