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Morien
10-29-2012, 12:50 AM
Hi all. This is an extended solo / framework for tournament that I made for our campaign. Basically, it is intended for either solo play (and if needed, streamlined by dropping some options) or to be a framework to build a game session on. As always, feedback and suggestions are more than welcome.

Note that this is just the Tournament part. There is usually a Feast/Court involved as well, and I will post that once I find some time to type it up. Drawing pretty heavily from the Court of Courts on Greg's website.


Tournament size: Glory Modifier
Neighborhood: x1
Local: x2
Regional: x4
Regal: x6

1.The Making of Windows and the Helm Show
a) Old Style: Who cares? You are here to fight!
b) Full & Classic Style: Roll Tourney.
-- Critical: 10 x siz mod Glory, +3 to all Lance/Melee/Battle, a check in Honor
-- Success: 5 x size mod Glory, +1 to all Lance/Melee/Battle (you are able to use the rules to help you)
-- Failure: No effect.
-- Fumble: Make a roll of (Glory/1000), +5 if Chivalric, +10 if you are a Round Table Knight in a friendly court. If you fail, you are disqualified with -1 Honor. If you succeed, you are allowed to compete, but with -3 to all the skills due to your lapse in the rules of this particular tournament.
c) Elegant Style: Roll Tourney as above, but you are disallowed to compete on a technicality on a failure (no Honor loss, though). I'd allow a Glory roll save on a failure as well, though: it takes a brave judge to shut out a Glorious Knight.

2. Feast of Welcome and the Parade of Prizes
a) Go to the Feast Solo or skip that altogether for brevity

3. The Joust
a) Go to A. Doing the Joust / Melee. Collect Glory and take your lumps.
b) Get First Aid from your squire or other available healer.

4. The Challenges
a) Any grudge matches, duel challenges from the Feast? If not, skip this part. Otherwise, go to the Duel in the Feast solo.
b) Get First Aid from your squire or other available healer.

5. The Melee
a) Do you want to be a leader? If you are not already participating in a team due to story reasons, you can assemble your own team. Roll Battle + (Glory / 1000) - 10. On a success or a critical, you manage to attract your own team of volunteers. Roll Battle vs. Enemy Battle (depending on tournament size, 15/18/21/23):
-- Critical: 10 Glory x size modifier, a check in Honor, and +2 to your (and your followers') Melee rolls.
-- Success: 5 Glory x size modifier.
-- Draw / Partial success: No effect.
-- Failure: Could have gone better. -2 to your (and your followers') Melee rolls.
-- Fumble: Congratulations for breaking the rules by accident and getting your team disqualified, -1 Honor to the leader
b) If you are not the leader, let him roll his Battle and see the above results. If the leader is an NPC, just assume the result was No effect and move on.
c) How did you do in the Melee itself? Go to A. Doing the Joust / Melee.
d) Get First Aid from your squire or other available healer.

6. So who is the Winner of the Tournament?
a) Did you get maximum Glory from both Joust and Melee? Congratulations, you are him! Gain additional 50 x size modifier Glory and a prize! (Exception: if another PK got the same result, then you will have to fight him in a duel.)
b) Did you win either Joust or Melee and but lost in the finals (partial success after the crit) of the other one? Congratulations, you are the Winner (but see the next one)!
c) If there are more than one PK in the Tournament and they qualify for a potential winner, the one who gained most Glory in those two events wins. On a tie, fight a Duel between them.
e) Note: DO NOT count the Battle Glory in deciding the winner of the tournament.


A. Doing the Joust / Melee (Keep It Simple, Stupid)
a) GPC system of Simple Tournament (rolling just one opposed roll) is actually pretty elegant. It does suffer a bit from making the outliers more likely (one roll brings up criticals much more often), and doesn't really reward high skill as much as the above system. Especially troublesome is the fact that Skill 10 has the exact same chance of critting and winning the darn thing as Skill 20.
b) One suggestion to correct for that would be to demand a second opposed roll on a crit and only accept Winning if the second roll is a success or better (on a partial success, you got to the finals but lost to the eventual Winner). Lets crunch some numbers.
c) Assumed opponent skills: 20 / 25 / 30 / 35 (Neighborhood / Local / Regional / Regal)
d) Calculated probabilities for a math check:
-- Critical+Success(or better) probabilities for skill 10: 0.66% / 0.23% / 0.01% / 0.002%
-- Critical+Success(or better) probabilities for skill 20: 2.1% / 0.95% / 0.29% / 0.06%
-- Critical+Success(or better) probabilities for skill 24: 15% / 7.5% / 2.7% / 0.61%
-- Critical+Success(or better) probabilities for skill 28: 34% / 19% / 7.9% / 2.0%
-- Critical+Success(or better) probabilities for skill 32: 54% / 34% / 17% / 4.5%
e) I am much happier with these probabilities than the ones in the GPC, so this is the one I'll adopt. Also, +5 for successful Tourney skews the results too much. Hence the numbers used in the Tourney roll in section 1.
f) The glory awards and the damage taken can be found in GPC. I'll ask Greg if he minds me posting them here.