Makofan
03-25-2009, 02:14 PM
I noticed some discussion about jousting mechanics and resolution, and I offer four options I have used. The first comes directly from 1st edition, the second is the current rules as most of us understand them, the third is a reasonable modification and is my current system, and the fourth option uses a game mechanic suggestion from 1st edition in a new way.
We will need two knights to illustrate them. Let's introduce them:
Sir Robert the Jouster
Lance 17, rides a charger (6d6 dmg)
In our examples, he will always roll a 13 for his Lance attack, and 21 for his damage.
Sir Fit of Peaches
Lance 10, Ride 18, SIZ 15, 12-pt armor
In our examples, he will always roll a 11 for Lance and an 11 for Ride
OPTION 1
Players make an opposed Lance roll, loser falls off horse
Sir Robert (13) beats Sir Fit (11). Sir Fit falls off his horse and takes 1d6 damage not blocked by armor. I like this option a lot. It's quick and easy.
OPTION 2
Players make an opposed Lance roll, loser makes Ride roll or falls off horse
Sir Robert (13) beats Sir Fit (11). Damage is 21. Due to it being halved (jousting lances), Sir Fit takes 11 damage. His 12-pt armor laughs it off as inconsequential. Knockdown is checked; 21 is greater than his SIZ 15 and he must make a Ride roll to stay on his horse. Sir Fit makes his Ride roll (11) and stays on his horse. This places too high a premium on Ride for my liking.
OPTION 3
Players make an opposed Lance roll, loser makes a modified Ride roll or falls off horse
Sir Robert (13) beats Sir Fit (11). Damage is 21. Due to it being halved (jousting lances), Sir Fit takes 11 damage. His 12-pt armor laughs it off as inconsequential. Knockdown is checked; 21 is greater than his SIZ 15 and he must make a Ride roll to stay on his horse. The Ride skill is modified by the difference between his SIZ and the damage. In this case, that gives us 15-21, or -6 to his Ride skill. His Ride skill for this check is only 12. Sir Fit makes his Ride roll anyway(11) and stays on his horse. This makes Ride important, but also takes into account damage received and player's size. This is the House Rule that I usually use.
OPTION 4
Players make an opposed Lance roll, loser's Ride roll must beat Lance result or falls off horse
Sir Robert (13) beats Sir Fit (11). Damage is 21. Due to it being halved (jousting lances), Sir Fit takes 11 damage. His 12-pt armor laughs it off as inconsequential. Knockdown is checked; 21 is greater than his SIZ 15 and he must make a Ride roll to stay on his horse. The Ride check must succeed and beat the Lance attack. In this case, the Lance hit with a 13, so he has to roll 18 or under for Ride, while rolling higher than 13. Sir Fit rolls an 11 and falls off his horse, taking 1d6 damage. This is very similar to option 1, except it gives the loser a small chance if they are a good rider.
Comments welcome
We will need two knights to illustrate them. Let's introduce them:
Sir Robert the Jouster
Lance 17, rides a charger (6d6 dmg)
In our examples, he will always roll a 13 for his Lance attack, and 21 for his damage.
Sir Fit of Peaches
Lance 10, Ride 18, SIZ 15, 12-pt armor
In our examples, he will always roll a 11 for Lance and an 11 for Ride
OPTION 1
Players make an opposed Lance roll, loser falls off horse
Sir Robert (13) beats Sir Fit (11). Sir Fit falls off his horse and takes 1d6 damage not blocked by armor. I like this option a lot. It's quick and easy.
OPTION 2
Players make an opposed Lance roll, loser makes Ride roll or falls off horse
Sir Robert (13) beats Sir Fit (11). Damage is 21. Due to it being halved (jousting lances), Sir Fit takes 11 damage. His 12-pt armor laughs it off as inconsequential. Knockdown is checked; 21 is greater than his SIZ 15 and he must make a Ride roll to stay on his horse. Sir Fit makes his Ride roll (11) and stays on his horse. This places too high a premium on Ride for my liking.
OPTION 3
Players make an opposed Lance roll, loser makes a modified Ride roll or falls off horse
Sir Robert (13) beats Sir Fit (11). Damage is 21. Due to it being halved (jousting lances), Sir Fit takes 11 damage. His 12-pt armor laughs it off as inconsequential. Knockdown is checked; 21 is greater than his SIZ 15 and he must make a Ride roll to stay on his horse. The Ride skill is modified by the difference between his SIZ and the damage. In this case, that gives us 15-21, or -6 to his Ride skill. His Ride skill for this check is only 12. Sir Fit makes his Ride roll anyway(11) and stays on his horse. This makes Ride important, but also takes into account damage received and player's size. This is the House Rule that I usually use.
OPTION 4
Players make an opposed Lance roll, loser's Ride roll must beat Lance result or falls off horse
Sir Robert (13) beats Sir Fit (11). Damage is 21. Due to it being halved (jousting lances), Sir Fit takes 11 damage. His 12-pt armor laughs it off as inconsequential. Knockdown is checked; 21 is greater than his SIZ 15 and he must make a Ride roll to stay on his horse. The Ride check must succeed and beat the Lance attack. In this case, the Lance hit with a 13, so he has to roll 18 or under for Ride, while rolling higher than 13. Sir Fit rolls an 11 and falls off his horse, taking 1d6 damage. This is very similar to option 1, except it gives the loser a small chance if they are a good rider.
Comments welcome