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Need help/input on 3 house-rules


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#1 Spivo

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Posted 06 November 2012 - 10:48 PM

First two house-rules are regarding duels/jousts.

I'm looking for a non-lethal (with risks…) duelling/joust rules.

I want it to include the following in duels:

- Weapon-skill to affect both if you win, or lose, but also "how" you win (not killing opponent for example). So a str 6 (0 weapon-skill) char might be good at winning, but since he uses brute strength, he'll risk just ploughing through his opponent, while a str 3 WS 2 char would win with more finesse/grace.

- Banes/Stars to both affect your own failure (bad positioning, loss of shield, etc…), but also how you win the fight (hitting the head of opponent and such…)

- Some sort of system where you need to be in position to win (for example being 3 success ahead of opponent and such…), and let it be opposed checks…

- Have two progression tables, or some other way, where I can calculate how the win/loss was (major wounds and such)

Regarding jousts, I thought it would just be one check each, with X+ success you land hit, so both can land hit, if you're at X or more above opponent, you still land hit. Boons reduce opponents success in regards of staying seated on horse…

So Knight A scores 4 success and 2 boons, Knight B scores 1 success but 4 boons. Knight A lands his hit, Knight B only strafes, but Knight B also stays seated, due to the boons. For example…

Stars combined with opponent landing hit, causes Crit Wounds, banes causes wounds.

I would keep both secret for players, so they don't know the criteria to win/lose/kill opponent etc…

 

Finally… mounted combat, I feel like it lacks "edge". One of my players has now joined a knightly order, and fully armoured cavalry charge should hurt like hell… So thought about enabling wind to be used to boost attacks, or straight up damage. Also making a charge a "vicious" attack, so any criticals has higher risk of being lethal.

Maybe letting wind be used as extra stat dice? And allow the lethality rule be used with this, so for each wind used, your "damage cap" goes up by one. But have the downside be that 1 star means you add 2 recharge tokens to one defence, 2 that you add 2 recharge to all, 3 that you fall of your mount.



#2 Emirikol

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Posted 15 November 2012 - 04:41 AM

First:  Yes, keep it down to one check (maybe one check per side rather than the opposed rule)

Second:  mounted combat:  good idea on the wind.  make it a specific circumstance and possibly link it to a skill specialization of ride (if you specialize in that, you can use your wind as bonus dice during a charge).

 

jh



#3 Spivo

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Posted 15 November 2012 - 08:14 PM

Emirikol said:

First:  Yes, keep it down to one check (maybe one check per side rather than the opposed rule)

Second:  mounted combat:  good idea on the wind.  make it a specific circumstance and possibly link it to a skill specialization of ride (if you specialize in that, you can use your wind as bonus dice during a charge).

 

jh

Great idea! Ride training rules how many wind you can convert. I thought further, and will rule that each wind used will become a Reckless dice (it is reckless to charge). But also that close can only become 1 converted, medium can be 2, and long can be 3.

Also each ride training will stack with weapon skill in how many "excess" success' can be converted to damage.



#4 Emirikol

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Posted 16 November 2012 - 10:42 AM

If there's a rule similar to this for the Small but Barking dog, maybe check that out too for similarities.

 

jh






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