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jousting_and_tournaments [2018/12/20 16:03] – dave | jousting_and_tournaments [2018/12/21 15:50] (current) – dave |
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{{ ::joust_cards.pdf |}} | {{ ::joust_cards.pdf |}} |
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JOUSTING RESULTS: | JOUSTING RESULTS: check Joust Results Matrix document or list below. {{ ::joust_result_matrix.pdf |}} |
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- Head vs. High: Break Lance | - Head vs. High: Break Lance |
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). |
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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. |
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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). |
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. |
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| 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. |