Difference between revisions of "Jousting"

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<h4>Both players roll initiative every round</h4>
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This roll is only important if one PC has a roll 10 or more greater than his opponent. If so if the PC strikes the opponent he cannot be struck back. If the initiative are within 10 of each other the strikes happen simultaneously.
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<h4>Target Selection</h4>
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The players choose whether to aim for the head or the chest. On hit the player striking the opponent receives 1 point. The person being struck by the lance needs to make a check to remain on the horse. Animal handling and land vehicles are DC 8 or athletics /acrobatics at DC 10. Only one of these saves need be made. You must have proficiency in a check to try it without disadvantage. Every pass adds 1 to both DC. If a hit lands on the head the check is made at disadvantage and the strikers scores 3 points as opposed to one.
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<h4>Result</h4>
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The winner is the person with the most points after a predetermined number of passes.
  
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Being unhorsed  means instant elimination from the joust.
 
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[[Category: Optional Rule]]
 
[[Category: Optional Rule]]

Revision as of 14:57, 14 April 2020

Jousting

misc

A joust is a sport event where two riders arm themselves a with jousting lance and a shield and aims to knock their opponent to the ground while on horseback. This is a rule for how to host a jousting match.

Preparation

Steed Selection

Horses are provided by the organizers of the event. Players have to select their horses carefully.

Depending on the number of players there should be different levels of steeds. 5% excellent 10 % good 80% average and 5 % bad.

The player must make an animal handling or investigation check. The roll will be done in secret, only visible to the DM. The character does not know exactly how his or her horse will perform.

20 you get an exceptionally well-performing horse: +2 to all checks to remain in saddle 16-19 you get a fairly well-performing horse: +1 to all checks to remain in saddle 10-15 you get a horse that's average in its performance for the day: +0 to all checks to remain in saddle 3-9 you get a horse that's performing badly for the day: -1 to all checks to remain in saddle 1-2 you get a horse that's performing terribly for the day: -2 to all checks to remain in saddle

Armor Selection

PCs are allowed to choose between 2 types of armour jousting plate or jousting chain. The plate allows no DeX bonus and has an ac of 17 for the chest and 21 for the head. The chain does allow for DeX bonus it has ac 15 and 19 for the head it allows for 2 points of DeX. You must have armour proficiency in order to use either armour without disadvantage, medium for the chain and heavy for the plate.

The Match

Both players roll initiative every round

This roll is only important if one PC has a roll 10 or more greater than his opponent. If so if the PC strikes the opponent he cannot be struck back. If the initiative are within 10 of each other the strikes happen simultaneously.

Target Selection

The players choose whether to aim for the head or the chest. On hit the player striking the opponent receives 1 point. The person being struck by the lance needs to make a check to remain on the horse. Animal handling and land vehicles are DC 8 or athletics /acrobatics at DC 10. Only one of these saves need be made. You must have proficiency in a check to try it without disadvantage. Every pass adds 1 to both DC. If a hit lands on the head the check is made at disadvantage and the strikers scores 3 points as opposed to one.

Result

The winner is the person with the most points after a predetermined number of passes.

Being unhorsed means instant elimination from the joust.