User Tools

Site Tools


jousting_and_tournaments

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
jousting_and_tournaments [2018/12/20 12:27] davejousting_and_tournaments [2018/12/21 15:50] (current) dave
Line 11: Line 11:
   * __Shield Position__:  for each pass at the Joust, each jouster picks one of four Shield Positions:  High, Middle-Right, Middle-Left, or Low.   * __Shield Position__:  for each pass at the Joust, each jouster picks one of four Shield Positions:  High, Middle-Right, Middle-Left, or Low.
  
-JOUSTING RESULTS:+For ease of play, each jouster should have a set of Joust Cards with the range of aim points and shield positions on them, and should pick one aim point and one shield position card each pass.   
 +{{ ::joust_cards.pdf |}} 
 + 
 +JOUSTING RESULTS:  check Joust Results Matrix document or list below.  {{ ::joust_result_matrix.pdf |}}
  
   - Head vs. High:  Break Lance   - Head vs. High:  Break Lance
Line 32: Line 35:
 BREAK LANCE:  the attacker's lance is broken (No Joust Skill Check is made if using jousting lances, Joust Check allowed for a real lance to avoid breaking). BREAK LANCE:  the attacker's lance is broken (No Joust Skill Check is made if using jousting lances, Joust Check allowed for a real lance to avoid breaking).
  
-HAZARD:  the attacker and defender each rolls a Joust Skill Check, if the attacker rolls higher, but still succeeds, then the defender is unhorsed.  If the defender rolls higher, but still succeeds, then the attacker's lance is broken.+HAZARD:  the attacker and defender each rolls a Joust Skill Check, if the attacker rolls higher, but still succeeds, then the defender rolls second Joust skill check or become unhorsed.  If the defender rolls higher, but still succeeds, then the attacker's lance is broken. If both jouster's exceed their Joust Skill on the roll, there is no effect.
  
 INJURE RIDER or HORSE:  defender makes a Joust Skill check, but if he fails he or his horse takes 1d6 points of damage, but the damage explodes (add an additional 1d6 for each 6 rolled).  After taking damage, roll an additional Joust Skill check or be unhorsed (if man or horse is injured). INJURE RIDER or HORSE:  defender makes a Joust Skill check, but if he fails he or his horse takes 1d6 points of damage, but the damage explodes (add an additional 1d6 for each 6 rolled).  After taking damage, roll an additional Joust Skill check or be unhorsed (if man or horse is injured).
Line 61: Line 64:
 After 6 passes, if neither knight is unhorsed, the fight continues on foot with regular weapons until one knight is dead, unconscious or yields.   The victorious knight may kill an unconscious or yielded knight, or may spare him. After 6 passes, if neither knight is unhorsed, the fight continues on foot with regular weapons until one knight is dead, unconscious or yields.   The victorious knight may kill an unconscious or yielded knight, or may spare him.
  
 +
 +Historical Note:  Yes, I know that in historical jousts "breaking a lance" was a good thing, showed you made a hit.  But, it seemed better for simplifying the matrix to ignore the chance for a miss, instead the breaking of a lance in Thranconia represents the defender blocking the lance with his shield.
jousting_and_tournaments.1545308841.txt.gz · Last modified: 2018/12/20 12:27 by dave