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JOUSTING AND TOURNAMENTS
SECTION 1: GAME RULES FOR JOUSTING
THE PASS: A pass is when two knights individually ride at one another attempting to unhorse the other. Each jouster picks an aim point and a shield position and each knight's attack is resolved simultaneously. It is possible for each knight to unhorse the other, for example.
JOUSTING FACTORS
- Jousting Skill: each fighter has a Jousting Skill Number. This is equal to his Strength, plus Intelligence, plus Dexterity, divided by 5, to which is added one half his experience level. Drop all fractions from the final total. When a Jousting Skill Roll is called for, roll 1d20 and get equal to or less than the Jousting Save number to succeed at the roll.
- Aim Point: for each pass at the Joust, each jouster picks one of four Aim Points: Head, Body-Left, Body-Right, Horse. Targeting the horse is always a foul in a formal match and sees the jouster disqualified from the tournament.
- 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:
- Head vs. High: Break Lance
- Head vs. Middle-Left: Hazard
- Head vs. Middle-Right: Hazard
- Head vs. Low: Injure Rider
- Body-Left vs. High: Unhorse
- Body-Left vs. Middle-Left: Break Lance
- Body-Left vs. Middle-right: Hazard
- Body-Left vs. Low: Unhorse
- Body-Right vs. High: Unhorse
- Body-Right vs.. Middle-Left: Hazard
- Body-Right vs. Middle-Right: Break Lance
- Body-Right vs. Low: Unhorse
- Horse vs. High: Injure Horse
- Horse vs. Middle-Left: Hazard
- Horse vs. Middle-Right: Hazard
- Horse vs. Low: Break Lance
BREAK LANCE: the attacker must roll a Joust Skill check or his lance will be broken.
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.
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).
UNHORSE: defender makes a Joust Skill check or falls from the horse to the ground.
JOUSTING WITH DIFFERENT GEAR: the above rules assume that the knights are wearing chain or plate armor, a shield and a helmet and are using a jousting lance. If a jouster is in leather or no armor every HAZARD and UNHORSE is also an Injury result. If the jouster has no helmet, then any aim at the head resulting in Hazard or Unhorse is also an injury. If the jouster has no shield, every result counts as an Unhorse. If the jouster is using a real lance instead of a jousting lance, any injury or unhorse result does regular charging lance damage (1d8 or 1d10 doubled).
SECTION 2: SETTING RULES FOR TOURNAMENTS
FRIENDLY INDIVIDUAL JOUST: When two knights decide to fight a joust, they will run 4 passes. If a knight is unhorsed, he looses, but if neither knight is unhorsed in 4 passes, it is a draw. A loser must forfeit his armor and horse, or a ransom of 400gp for them.
ELIMINATION TOURNAMENT The DM sets a number of elimination rounds ahead of time before a semi-final and final round. Each elimination round follows the rules for a friendly joust, but lasts 6 passes if no one is unhorsed. If neither knight is unhorsed, the knight who has broken the fewest lances wins. If it is tied, the two knights trade a blow with a 2-handed blunted ground weapon and whichever takes the most damage (subdual) loses.