View Full Version : Jousting & Duel Rules

12-13-2001, 12:11 AM
Has anyone come ip with a nice system for jousting, Duels and other similar tourney rules?

I am primarily wanting this for PBeM, but any comments on table top systems would be useful since I can adapt it.

12-13-2001, 07:18 PM
Gadzooks!! I've been moderated! :)

My bad.

12-14-2001, 03:38 AM
Quite a fix you've gotten into... A PBem does have its limitation. I've been pondering this issue though. Here's an idea I've been batting around. Its sort of a point system to calculate a joust/duel rating for a character.

Assuming a hand-to hand combat situation...
Fighter +2
Priest or THeif 0
Mage -2

Weapon Prof:
Specialization +1
Mastery +2
High Mastery +3
Grand Mastery +4

+2 for each additional attack per round (not related to weapon specialization levels)

+1 per 2 point of AC (i.e. AC of 0 is +5)

+1 per Exp. Level

+1 per 10 Hit points

If you wanted to throw in Spells:
+1 per priest spell level attained (a 5th level cleric would be +3; since he can cast 3rd level spells)
+3 per mage spell level attained (7th level wizard would be +12; since he can cast 4th level spells)

add the totals and see who wins... maybe throw in a 1d20 for kicks to allow for chance rather than stats only. I don't know how well that would work in practice. Just my first stab at an idea.

12-15-2001, 07:47 AM
Just roll it out, by the time you come up with a system and do all the adding and such, you could have made the small amount of rolls needed.

12-15-2001, 03:51 PM
teh problem my bovine freind is in a PBeM players can't roll their own dice and feel cheated when they suddenly find they lost a duel in which someone else rolled all of their attacks, parries, etc.

Though I don't know of a good system to use other than some random chance. If you base it on statistics your PCs will focus on semantics not ideas.

12-16-2001, 05:53 AM
Players always feel cheated when they loose, what your point?

12-16-2001, 05:58 AM
One more thing... players can roll their dice online...
http://www.irony.com/ is a good place to do it.

Arch-Sorcerer Gargamel
12-17-2001, 09:50 AM
But, like a computer game, in a Pbem, the DM(s) need to make many rolls at various times that may require more rolls or not. Waiting for correspondance would make the game take entirely too long.

I like the skill based suggestions suggested earlier. Just make it a base 50% chance and use the point differential to weight it in one favor. The only problem is that it doesn't remove the random factor (crybaby players)

Magic should usually be barred from duels/jousts and Magical duels have various rules in books not based on rolls (DM's Option: High Level campaigns if I remember correctly) or even possibly the rules in the Complete Sha'ir's handbook. (or maybe it was oriental adventures)

If I remember correctly, both systems are silly and possibly complicated, but work

12-17-2001, 05:16 PM
True the time taking to get e-mails back is from bad to worse with most players, but if they want to do it the DM can simply set a fair timetable and work from there. The key is not to be afraid of your players.

12-18-2001, 04:11 AM
Orginally posted by Yak
The key is not to be afraid of your players.

No problem there! My players cower in fear at the awesome powers of their mighty DM!!!

Isn't that right Xander...

02-25-2002, 01:18 PM
When I found Harn's jousting rules a couple of months ago I made a bunch of changes and came up with this system. Someone brought it up a while ago on the Discussion Board and I failed to post this. I wouldn't use anything like this for an online game, I'll make a seperate post. It's good to accidently travel with an old D & D diskette or two with you. BTW: This has never been play tested and I doubt I've reread since I originally wrote it. Perhaps I should do that sometime...

The knights should decide on the speed at which they wish to charge: Canter or Gallop. Knights with Spirited Charge automatically receive the benefits of both. Although a Gallop is more impressive, it is more dangerous if the knight is unhorsed. Most knights' charge at a Canter. The length of a charge may not be less than MOV×3. The steeds do not halt upon entering each other's Engagement Zones, but must continue to charge until they have covered the minimum distance.

In a joust initiative is considered to be simultaneous. Strike determination is made as for normal melee combat, with a few small differences as follows.

Riders may NOT take a 10 or 20 in any circumstance during the joust.

Damage received from a jousting lance is considered subdual damage. Damage received from lance splinters and falling is not subdual damage.

Jousting Damage depends on how fast your steed is going. If you are:
· In a cantor, the damage is 2d3 + strength modifier
· gallop or have spirited charge, the damage is 3d3 + strength modifier

Upon any successful jousting lance strike, there is a 10% chance that the lance breaks and the lance splintering might inflict additional damage.
· If a jousters lance breaks he makes another attack roll immediately. The attack roll is not modified by the riders melee attack bonus, strength etc. The attack roll is made at only a +5 circumstance bonus. Any damage taken from the splinters of the shattered lance also requires a successful ride check to stay mounted. Splinter damage is 1d3.

If any damage is taken during the joust the rider must make a Ride Check. Ride checks are not modified by military saddles (both riders are assumed to have them)
· The DC for knights with spirited charge or who are in a cantor is DC 5 plus the damage taken to stay mounted.
· The DC for knights who are in a gallop is 10 plus the damage taken.

Any time a knight takes damage and fails his Ride check, he is dismounted from his horse. Damage from falling is as follows:
· For knights with spirited charge or who were cantering, they must make a soft fall DC vs 15 or take 2d6 points of damage. Successful check results in half damage.
· For knights who were galloping, they must make a soft fall DC vs 15 or take 4d6 points of damage. Successful check results in half damage.

If neither knight is unhorsed in a pass, they may try again, with fresh lances if necessary. If a knight breaks three lances without unseating his opponent, or if both knights are simultaneously unhorsed, the matter is then settled on foot with chivalric weapons, usually maces. The winner in foot combat is the first man to knock the other to the ground.

02-25-2002, 01:36 PM
Here's a straight PBeM system I might consider. Add all these together for each opponent:

Base Attack Bonus
Ride Skill
Lance Focus = + 1
Lance Specialization = + 1
Any Chivilric Weapon Focus = + 1
Any Chivilric Weapon Specialization = + 1
Improved Critical with Lance = + 2
Improved Critical with Chivilric Weapon = + 2
Spirited Charge Feat = + 3

To add D & D's randomness throw in a 20.