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  1. #11
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    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.

  2. #12
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    Here's a straight PBeM system I might consider. Add all these together for each opponent:

    Base Attack Bonus
    Strength
    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.

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