Kyace
2007-03-29, 08:02 PM
Dueling System
Currently, when two fighters wish to duel in a d20 game, they basically walk up to each other and swing their weapons at each other until one dies. This is a variant system to allow flavorful dueling. This system is meant to allow honorable dueling that typically does not result in death.
Starting a duel: Typically two duelists will agree to the rules of a duel beforehand; however duels might start anywhere people have weapons. Anytime one character would be able to make a melee attack, they may instead elect to begin a duel instead. Calculate the footing, momentum and guard for both duelists. The character that started the duel gets to act first and they alternate turns after that. For the purposes of having a duel happen at the same time as combat, each dueling action is a full round action that the duelists take during their time in the initiative count.
Leaving a duel: If a duelist faces more foes in combat than the other duelist, they may elect to leave the duel as a free action. Otherwise, leaving the duel is a standard action that doesn’t provoke attacks of opportunities.
The three scores: Footing, Momentum and Guard. All scores typically start at 0 and tend to stay between -10 and +10. Generally, Momentum emulates Attack Bonus, Guard emulates Armor Class and Footing emulates Grappling checks and checks made for Bull rushes, Overrun and Trip.
When the duel starts, figure up the Footing, Momentum and Guard scores as thus.
Footing starts at zero. Add 4 to Footing for every size larger than medium you are and minus 4 for every size smaller than medium you are. Add 4 if you are especially stable due to having three or more legs or being a dwarf.
Momentum starts at whatever your attack bonus to hit with your primary melee weapon. Enchantment bonuses greater than +1 on weapons does not apply to momentum.
Guard starts at zero. Minus 2 to guard if you begin the duel with a charge. Add modifiers to AC due to dexterity, size, deflection and shields, but not armor or natural armor.
Dueling Actions: The following are special moves that can be used during a duel. These are all full round actions. While in a duel, you can only take these actions and take 5 foot steps.
Thrust: You use your momentum to dart the weapon at your opponent to try to strike them. Roll d20 + momentum against your opponent’s roll of d20 + 10 + guard. If your roll meets or exceeds theirs, you strike and draw blood, dealing 1 point of non-lethal damage. In most duels, drawing blood ends the duel and makes you the winner. Poisoned weapons deal enough damage to poison the other duelist.
Disarm: You use your momentum to remove your opponent’s weapon. Roll d20 + momentum against your opponent’s roll of d20 + 10 + momentum. If your roll meets or exceeds theirs, you disarm them, causing them to drop their weapon at their feet. In most duels, disarming them of all weapons ends the duel and makes you the winner.
Shove: You try to knock your opponent off balance. Roll d20 + momentum against your opponent’s roll of d20 + 10 + footing. If your roll meets or exceeds theirs, you succeed and they lose their balance for a moment. Their guard drops by 5.
Weapon lock: You attempt to use your weapon to prevent them from using theirs. Roll d20 + momentum against your opponent’s roll of d20 + momentum. If you meet or exceed their roll, you succeed and they lose 5 momentum. You lose 2 momentum whether or not you succeed.
Parry: You attempt to deflect the next attack away from you. Your momentum drops by 2 and your guard rises by 5. At the start of your next round, your guard drops by 4.
On guard: You study your opponent to better avoid their strikes. If your guard is less than -5, it becomes -4. If it is -5 or higher, it increases by 2.
On the offensive: You study your opponent to better strike them. If your momentum is less than -5, it becomes -4. If it is -5 or higher, it increases by 2.
Set feet: You set your feet in the ground to become more stable. If your footing is less than -5, it becomes -4. If it is -5 or higher, it increases by 2.
All out offensive: You risk all to strike. Your guard drops by 2. Your footing drops by 2. Your momentum rises by 6.
Currently, when two fighters wish to duel in a d20 game, they basically walk up to each other and swing their weapons at each other until one dies. This is a variant system to allow flavorful dueling. This system is meant to allow honorable dueling that typically does not result in death.
Starting a duel: Typically two duelists will agree to the rules of a duel beforehand; however duels might start anywhere people have weapons. Anytime one character would be able to make a melee attack, they may instead elect to begin a duel instead. Calculate the footing, momentum and guard for both duelists. The character that started the duel gets to act first and they alternate turns after that. For the purposes of having a duel happen at the same time as combat, each dueling action is a full round action that the duelists take during their time in the initiative count.
Leaving a duel: If a duelist faces more foes in combat than the other duelist, they may elect to leave the duel as a free action. Otherwise, leaving the duel is a standard action that doesn’t provoke attacks of opportunities.
The three scores: Footing, Momentum and Guard. All scores typically start at 0 and tend to stay between -10 and +10. Generally, Momentum emulates Attack Bonus, Guard emulates Armor Class and Footing emulates Grappling checks and checks made for Bull rushes, Overrun and Trip.
When the duel starts, figure up the Footing, Momentum and Guard scores as thus.
Footing starts at zero. Add 4 to Footing for every size larger than medium you are and minus 4 for every size smaller than medium you are. Add 4 if you are especially stable due to having three or more legs or being a dwarf.
Momentum starts at whatever your attack bonus to hit with your primary melee weapon. Enchantment bonuses greater than +1 on weapons does not apply to momentum.
Guard starts at zero. Minus 2 to guard if you begin the duel with a charge. Add modifiers to AC due to dexterity, size, deflection and shields, but not armor or natural armor.
Dueling Actions: The following are special moves that can be used during a duel. These are all full round actions. While in a duel, you can only take these actions and take 5 foot steps.
Thrust: You use your momentum to dart the weapon at your opponent to try to strike them. Roll d20 + momentum against your opponent’s roll of d20 + 10 + guard. If your roll meets or exceeds theirs, you strike and draw blood, dealing 1 point of non-lethal damage. In most duels, drawing blood ends the duel and makes you the winner. Poisoned weapons deal enough damage to poison the other duelist.
Disarm: You use your momentum to remove your opponent’s weapon. Roll d20 + momentum against your opponent’s roll of d20 + 10 + momentum. If your roll meets or exceeds theirs, you disarm them, causing them to drop their weapon at their feet. In most duels, disarming them of all weapons ends the duel and makes you the winner.
Shove: You try to knock your opponent off balance. Roll d20 + momentum against your opponent’s roll of d20 + 10 + footing. If your roll meets or exceeds theirs, you succeed and they lose their balance for a moment. Their guard drops by 5.
Weapon lock: You attempt to use your weapon to prevent them from using theirs. Roll d20 + momentum against your opponent’s roll of d20 + momentum. If you meet or exceed their roll, you succeed and they lose 5 momentum. You lose 2 momentum whether or not you succeed.
Parry: You attempt to deflect the next attack away from you. Your momentum drops by 2 and your guard rises by 5. At the start of your next round, your guard drops by 4.
On guard: You study your opponent to better avoid their strikes. If your guard is less than -5, it becomes -4. If it is -5 or higher, it increases by 2.
On the offensive: You study your opponent to better strike them. If your momentum is less than -5, it becomes -4. If it is -5 or higher, it increases by 2.
Set feet: You set your feet in the ground to become more stable. If your footing is less than -5, it becomes -4. If it is -5 or higher, it increases by 2.
All out offensive: You risk all to strike. Your guard drops by 2. Your footing drops by 2. Your momentum rises by 6.