Post by tetramorph on Sept 2, 2015 20:55:57 GMT -5
I posted this over on ODD74 and got no bites. More the kind of things that folks over here might engage, although, sadly, this wonderful forum feels a little empty of late.
We finally had a chance to joust in our game and although getting a chance to use CM was awesome, it wound up being very unsatisfying. Jousting in CM assumes equal opponents and provides a meaningful way to resolve a classic way that knights fought in a mass-combat abstraction game.
I read the article where EGG tries to apply it to characters with levels, but it was so complicating my head spun. So I invented this. Let me know (kindly, even if critically) what you think:
Jousting
Each combatant agrees to joust. They choose one of three attacks and one of three defenses (see table, below). Choices are compared. Attack rolls are modified by opponent's defensive type. See the following table.
Joust attack vs. defense table
Each player then rolls one die and consults the following formula:
1d6 + HD + MOD (if any) = Score
Note, if opponent's HD are equal, HD are factored out of the equation. Likewise, if modifiers are identical they may be factored out.
Each players' score is then compared to the other, a higher score wins the round; consult the following table for affect on losing party and points for winner, if tourney:
Joust score results table
*If loser fails to save loser sustains injury (1d6**)
**If combat and not tourney, injured party takes damage in d6 equivalent to HD of winning opponent
Battle
When used for battle, note the following:
Miss indicates another charge on the next round
Broken lance indicates that loser must joust with sword (or other melee weapon) on next round; may not choose steady seat as defensive type
Helm removal indicates that loser must joust without head protection on next round; may not choose helm as defensive type
Unhorsing indicates that melee continues off mounts on next round, if loser survives unhorsing
Tourney
When used for tournament play, note the following:
Joust is over after: a.) three attempts; b.) someone is unhorsed
If tied after three (3) attempts, joust additional rounds until someone scores points to break tie
Broken lance forces loser to use another lance, if available
If no additional lance is available loser must joust with sword (or other melee weapon) on next round; may not choose steady seat as defensive type
Helm removal indicates that loser must check if helmet is fit for reuse on next round, the helmet saves for additional use
If helmet unfit for use, may not choose helm as defensive type
Unhorsing indicates joust has ended; no melee to continue unless part of the terms of the tourney
Injury in 1d6 alone for tournament jousting
Player with the highest score wins the joust
Unless a duel or a battle between champions, most tourneys will include several opponents competing for a prize. Single elimination may keep things moving along.
We finally had a chance to joust in our game and although getting a chance to use CM was awesome, it wound up being very unsatisfying. Jousting in CM assumes equal opponents and provides a meaningful way to resolve a classic way that knights fought in a mass-combat abstraction game.
I read the article where EGG tries to apply it to characters with levels, but it was so complicating my head spun. So I invented this. Let me know (kindly, even if critically) what you think:
Jousting
Each combatant agrees to joust. They choose one of three attacks and one of three defenses (see table, below). Choices are compared. Attack rolls are modified by opponent's defensive type. See the following table.
Joust attack vs. defense table
Attack | defensive | type | |
Shield | Steady-seat | Helm | |
High | +1 | 0 | -1 |
Mid | -1 | +1 | 0 |
Low | 0 | -1 | +1 |
Each player then rolls one die and consults the following formula:
1d6 + HD + MOD (if any) = Score
Note, if opponent's HD are equal, HD are factored out of the equation. Likewise, if modifiers are identical they may be factored out.
Each players' score is then compared to the other, a higher score wins the round; consult the following table for affect on losing party and points for winner, if tourney:
Joust score results table
Difference | Indicates | Injury | Points |
Tie | Miss | - | - |
1 - 2 | Lance broken | ST* | 1 |
3 - 4 | Helm removed | ST -1* | 3 |
5+ | Unhorsed | 1d6** | 5 |
*If loser fails to save loser sustains injury (1d6**)
**If combat and not tourney, injured party takes damage in d6 equivalent to HD of winning opponent
Battle
When used for battle, note the following:
Miss indicates another charge on the next round
Broken lance indicates that loser must joust with sword (or other melee weapon) on next round; may not choose steady seat as defensive type
Helm removal indicates that loser must joust without head protection on next round; may not choose helm as defensive type
Unhorsing indicates that melee continues off mounts on next round, if loser survives unhorsing
Tourney
When used for tournament play, note the following:
Joust is over after: a.) three attempts; b.) someone is unhorsed
If tied after three (3) attempts, joust additional rounds until someone scores points to break tie
Broken lance forces loser to use another lance, if available
If no additional lance is available loser must joust with sword (or other melee weapon) on next round; may not choose steady seat as defensive type
Helm removal indicates that loser must check if helmet is fit for reuse on next round, the helmet saves for additional use
If helmet unfit for use, may not choose helm as defensive type
Unhorsing indicates joust has ended; no melee to continue unless part of the terms of the tourney
Injury in 1d6 alone for tournament jousting
Player with the highest score wins the joust
Unless a duel or a battle between champions, most tourneys will include several opponents competing for a prize. Single elimination may keep things moving along.