Morien
03-01-2012, 04:25 PM
Hi all,
My question has to do especially with the challenges and the melee, but also the tournament as a whole. We have now done a few tournaments and they have not gone as... smoothly... as I (and the players) would have liked.
1. Challenges: How do you handle these?
- If the challenges are fought with rebatted weapons on foot until the other guy is knocked down, there is precious little risk involved. Even with a critical doing normal damage, the participants are unlikely to suffer more than a couple of points of damage. Is there any penalty for losing? If not, what is to keep a Glory-greedy PK from challenging as many as he wants (GM allows), gaining 5-10 glory for each win? In a Joust, this is limited by the elimination if he lost, but in challenges, couldn't he just challenge someone else?
- Potential solutions:
- a) Reduce the number of challenges one knight can participate in (like 3?).
- b) Introduce elimination rounds. If a knight loses, he can no longer challenge or be challenged, except for a real grievance (sharp weapons).
- c) Reduce the Glory more drastically, like 1 Glory per win.
- d) Limit the actual challenges offered to mainly sharp weapons.
( I think my personal favorite at the moment is b). Perhaps even introduce different 'leagues': Mounted, Two-handed, Weapon & Shield... In short, run a sort of 'joust' for melee weapons, too.)
2. Melee
- This has been very confused for us in the past. I guess I should come up with actual rules on how this thing works (the rules in the Grand Tourney of Logres in 3rd edition Spectre King are a good start), i.e. what exactly is rolled to capture an enemy knight, how are you captured yourself, how to rescue a friend, etc...
- One rule of thumb we have used during actual battles is that a critical roll (either battle or weapon) nets a captive. This makes getting captives pretty rare, though, although not impossibly so when using the weapon skill modifiers from the unit event tables (+10 gives very good odds and +5 is still pretty decent).
- Might require a successful Battle roll to be able to hasten the captive to the safe zone before his friends try to rescue him. I would not make this take the whole round, though, since the time is limited as it is.
3. The tournament as a whole
- How much time do you spend in tournaments? I know that our group might be atypical that we play several sessions for each in-game year. I can't imagine having time to run a tournament and an adventure during the same session, unless the two are the same thing.
- We tend to run the (Pentecost) tournament basically as: Hunting/Falconry - Feast Event - Joust - Feast Event - Melee - Feast Event - Challenges - Feast Event, where Feast Event is basically one Courtly skill they can attempt to roll, with a potential for a trait challenge as well.
My question has to do especially with the challenges and the melee, but also the tournament as a whole. We have now done a few tournaments and they have not gone as... smoothly... as I (and the players) would have liked.
1. Challenges: How do you handle these?
- If the challenges are fought with rebatted weapons on foot until the other guy is knocked down, there is precious little risk involved. Even with a critical doing normal damage, the participants are unlikely to suffer more than a couple of points of damage. Is there any penalty for losing? If not, what is to keep a Glory-greedy PK from challenging as many as he wants (GM allows), gaining 5-10 glory for each win? In a Joust, this is limited by the elimination if he lost, but in challenges, couldn't he just challenge someone else?
- Potential solutions:
- a) Reduce the number of challenges one knight can participate in (like 3?).
- b) Introduce elimination rounds. If a knight loses, he can no longer challenge or be challenged, except for a real grievance (sharp weapons).
- c) Reduce the Glory more drastically, like 1 Glory per win.
- d) Limit the actual challenges offered to mainly sharp weapons.
( I think my personal favorite at the moment is b). Perhaps even introduce different 'leagues': Mounted, Two-handed, Weapon & Shield... In short, run a sort of 'joust' for melee weapons, too.)
2. Melee
- This has been very confused for us in the past. I guess I should come up with actual rules on how this thing works (the rules in the Grand Tourney of Logres in 3rd edition Spectre King are a good start), i.e. what exactly is rolled to capture an enemy knight, how are you captured yourself, how to rescue a friend, etc...
- One rule of thumb we have used during actual battles is that a critical roll (either battle or weapon) nets a captive. This makes getting captives pretty rare, though, although not impossibly so when using the weapon skill modifiers from the unit event tables (+10 gives very good odds and +5 is still pretty decent).
- Might require a successful Battle roll to be able to hasten the captive to the safe zone before his friends try to rescue him. I would not make this take the whole round, though, since the time is limited as it is.
3. The tournament as a whole
- How much time do you spend in tournaments? I know that our group might be atypical that we play several sessions for each in-game year. I can't imagine having time to run a tournament and an adventure during the same session, unless the two are the same thing.
- We tend to run the (Pentecost) tournament basically as: Hunting/Falconry - Feast Event - Joust - Feast Event - Melee - Feast Event - Challenges - Feast Event, where Feast Event is basically one Courtly skill they can attempt to roll, with a potential for a trait challenge as well.