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Merlin
06-23-2014, 03:41 PM
Prepping for a game with a tournament in for Continuum. Not had to deal with one before as our campaign hasn't really got to the stage of having proper tournaments yet! Building on tournament rules on pg. 19 of GPC. Does what I'm planing here make sense and follow the rules?

My thinking is to have 6 rounds of jousts. Each round involves a single opposed lance roll, with the winner getting through - not worrying about damage or knockdown etc. to keep things moving. In case of a tie, roll a second time.

In the final three rounds if the players are still in, they will have to compete using more normal combat procedures. Winner first to unhorse other. No 'real' damage as rebated weapons (except crits=normal damage not double) but roll anyway for knockdown purposes. Check against size for knockdown as usual, but using DEX not horsemanship as I think Greg has changed this recently.

There's something about lances breaking and tournaments isn't there? I can't find the reference right now. If memory serves me right you have three lances available to you, so if your lance breaks but your opponent isn't unhorsed, you can rearm and try again. What happens if one player runs out of lances but neither has been unhorsed, who wins then? I have the feeling that the one who breaks the three lances first wins, but I can't find it in the book quickly. Am I imagining that?

Any advice alongside that for running it? Cheers!

krijger
06-23-2014, 04:13 PM
There are no confirmed historic universally agreed Joust tournament rules. So play as you like..

I would go with: each encounter is 3 runs. Each run is an opposed lance roll, winners passes. [3 runs removes the randomness a little more than just single run]. Your lance has a 50% breakage chance upon hit. An encounter is over/won by unhorsing opponent, or with most broken lances (or hits) after 3 runs.

fg,
Thijs

Morien
06-23-2014, 05:59 PM
We assume that jousting lances always break on a successful hit. Otherwise we run it like Thijs said.

Eothar
06-23-2014, 07:55 PM
FYI,

Lances and jousting lances break if you roll an odd number for damage (pg 121 & 122 KAP 5.1).

NT

Merlin
06-23-2014, 08:16 PM
Thanks all!
Doesn't sound like I'd overlooked much which is good. Maybe I'll run a tournament through solo to see how long it takes - as it's an element in a convention game I don't want it to take too long. If time permits I can see the wisdom in three passes per round.

krijger
06-23-2014, 09:48 PM
In that case look at my Joust Simulator, whole tournament in single click :)
http://enora.dk/pendragon/index.html

fg,
Thijs

Sir Dom
06-23-2014, 10:04 PM
In the KAP 5.1 rulebook (p. 218), if one of the knight breaks his three lances, the joust is settled with swords on foot.