Jousting and Swords Competitions
Posted: Fri Nov 26, 2021 12:05 am
All mounted combat will be conducted on medium horses, provided by the Duke.
Sword Combat
Combatants will be provided small shields and specially made short swords blunted and tempered to allow for non-lethal strikes, and all horsemen in the duel wear leather armor.
The most effective way for a horseman to fight other riders with hand-to-hand weapons is to circle around his opponents, striking whenever possible. Every round, each rider makes a riding check to get himself into position for an attack. Because this contest will be only be between two opponents at a time, each check receives a +5 bonus. A character can attempt this check only once per round.
If each opponent makes successful checks and attack each other, they roll for initiative for that round; in this instance, both opponents face each others shield sides.
When a horseman makes a successful riding check against one who fails the check, roll on the following table to determine which side the attacker is facing.
Defender's Target Side
1-3 Shield side: The defender adds his shield bonus to his armor class
4-6 Front: The defender adds his shield bonus to his AC, and can return an attack in that round at -4 to hit.
7-8 Weapon side: The defender receives no shield bonus to his AC, but can return an attack in that round at -2 to hit.
A natural roll of 1 is a fumble; roll 1d20 again. If the second roll also results in a 1, it indicates the horse has been struck which is a foul and automatic loss.
The winner is determined after the best of 3 hits (highest d20 to hit roll).
Jousting
lances and armor (plate mail and a shield) will be provided to all contestants. The lances are blunted and fragile, designed to shiver in the case of a particularly solid hit.
Each player makes a regular to hit roll with the following bonuses and penalties:
Paladins gain a +1 bonus due to combat training on horseback.
All characters add their strength bonus to their hit probability
All characters add their charge bonus to their hit probability (+2)
All characters lose the benefit of their dexterity bonus to armor class when charging.
For this tournament, all characters are assumed to have horsemanship riding proficiency.
When a hit is scored, damage will be limited to 1-2 points because of the intentionally fragile nature of the weapons, any successful hit has the potential to shiver the lance, and to unhorse a foe.
Normally, a lance would need to make a saving throw roll of 13 or better to avoid shivering. If the knight struck by the lance remains firm in the saddle rather than being unhorsed by the lance charge (see below), then the lance saves vs. shivering at -2.
When struck, an opponent must make a check to avoid being unhorsed.
Save vs. unhorsing progression starts at 19 at 1st level and improves by one for every two levels gained by the contestant. For instance, the saving throw roll is 19 at 1st to 2nd level, 18 at 3rd to 4th level, 17 at 5th to 6th level, and so on.
The “attacker” who strikes the defender in the joust imposes penalties to the defender’s saving throw, due to the attacker’s strength
Defender’s strength
High strength helps a contestant avoid being overthrown by the attacker’s lance charge. The defender’s hit probability bonus due to high strength is used as the bonus to the defender’s save vs. unhorsing.
Defender’s dexterity
High dexterity helps a contestant remain in the saddle. The knight’s reaction/attacking adjustment bonus is used as the defender’s saving throw bonus. Cavaliers of dexterity 16/xx to 18/xx gain a bonus of +1 to +3 to the save vs. unhorsing.
Horsemanship skill
Superior horsemanship grants a defender a better chance to avoid falling off the mount. Paladins of 1st to 6th level gain a bonus of +1.
Attackers penalties
Attackers strength
An attacker with great strength who strikes a lance blow causes the defender to save vs. being unhorsed at a penalty. This penalty is equal to the negative of the attackers hit probability adjustment due to high strength.
The fall
Any jouster who is overthrown by the lance charge takes an additional 1d4 hp damage from the fall, due to both the height of the fall and the awkward and uncontrolled manner of the fall. In the highly unlikely event that any contestant is reduced to zero or fewer hit points by the lance blow they are automatically unhorsed, of course, with no save vs. unhorsing roll allowed.
The match
When two contestants joust, each contestant is allowed three lances. The first contestant to unhorse the opponent or to shiver all three of his or her lances against the foe is the winner of the match. If both contestants are unhorsed simultaneously, then both contestants suffer a loss in the tourney. If both shiver all three lances, then the knights must continue with a fourth or fifth lance, until a victor is found.
Unmounted Combat Swords
Opponents will face off against each other using supplied blunted and padded weapons for safety. The first combatant to score 3 hits on his opponent will be the winner of that bout. The opponent winning 2 of 3 bouts is considered victorious.
Sword Combat
Combatants will be provided small shields and specially made short swords blunted and tempered to allow for non-lethal strikes, and all horsemen in the duel wear leather armor.
The most effective way for a horseman to fight other riders with hand-to-hand weapons is to circle around his opponents, striking whenever possible. Every round, each rider makes a riding check to get himself into position for an attack. Because this contest will be only be between two opponents at a time, each check receives a +5 bonus. A character can attempt this check only once per round.
If each opponent makes successful checks and attack each other, they roll for initiative for that round; in this instance, both opponents face each others shield sides.
When a horseman makes a successful riding check against one who fails the check, roll on the following table to determine which side the attacker is facing.
Defender's Target Side
1-3 Shield side: The defender adds his shield bonus to his armor class
4-6 Front: The defender adds his shield bonus to his AC, and can return an attack in that round at -4 to hit.
7-8 Weapon side: The defender receives no shield bonus to his AC, but can return an attack in that round at -2 to hit.
A natural roll of 1 is a fumble; roll 1d20 again. If the second roll also results in a 1, it indicates the horse has been struck which is a foul and automatic loss.
The winner is determined after the best of 3 hits (highest d20 to hit roll).
Jousting
lances and armor (plate mail and a shield) will be provided to all contestants. The lances are blunted and fragile, designed to shiver in the case of a particularly solid hit.
Each player makes a regular to hit roll with the following bonuses and penalties:
Paladins gain a +1 bonus due to combat training on horseback.
All characters add their strength bonus to their hit probability
All characters add their charge bonus to their hit probability (+2)
All characters lose the benefit of their dexterity bonus to armor class when charging.
For this tournament, all characters are assumed to have horsemanship riding proficiency.
When a hit is scored, damage will be limited to 1-2 points because of the intentionally fragile nature of the weapons, any successful hit has the potential to shiver the lance, and to unhorse a foe.
Normally, a lance would need to make a saving throw roll of 13 or better to avoid shivering. If the knight struck by the lance remains firm in the saddle rather than being unhorsed by the lance charge (see below), then the lance saves vs. shivering at -2.
When struck, an opponent must make a check to avoid being unhorsed.
Save vs. unhorsing progression starts at 19 at 1st level and improves by one for every two levels gained by the contestant. For instance, the saving throw roll is 19 at 1st to 2nd level, 18 at 3rd to 4th level, 17 at 5th to 6th level, and so on.
The “attacker” who strikes the defender in the joust imposes penalties to the defender’s saving throw, due to the attacker’s strength
Defender’s strength
High strength helps a contestant avoid being overthrown by the attacker’s lance charge. The defender’s hit probability bonus due to high strength is used as the bonus to the defender’s save vs. unhorsing.
Defender’s dexterity
High dexterity helps a contestant remain in the saddle. The knight’s reaction/attacking adjustment bonus is used as the defender’s saving throw bonus. Cavaliers of dexterity 16/xx to 18/xx gain a bonus of +1 to +3 to the save vs. unhorsing.
Horsemanship skill
Superior horsemanship grants a defender a better chance to avoid falling off the mount. Paladins of 1st to 6th level gain a bonus of +1.
Attackers penalties
Attackers strength
An attacker with great strength who strikes a lance blow causes the defender to save vs. being unhorsed at a penalty. This penalty is equal to the negative of the attackers hit probability adjustment due to high strength.
The fall
Any jouster who is overthrown by the lance charge takes an additional 1d4 hp damage from the fall, due to both the height of the fall and the awkward and uncontrolled manner of the fall. In the highly unlikely event that any contestant is reduced to zero or fewer hit points by the lance blow they are automatically unhorsed, of course, with no save vs. unhorsing roll allowed.
The match
When two contestants joust, each contestant is allowed three lances. The first contestant to unhorse the opponent or to shiver all three of his or her lances against the foe is the winner of the match. If both contestants are unhorsed simultaneously, then both contestants suffer a loss in the tourney. If both shiver all three lances, then the knights must continue with a fourth or fifth lance, until a victor is found.
Unmounted Combat Swords
Opponents will face off against each other using supplied blunted and padded weapons for safety. The first combatant to score 3 hits on his opponent will be the winner of that bout. The opponent winning 2 of 3 bouts is considered victorious.