The object of the joust is obviously to unhorse your opponent, and that results in an immediate win. However you only have 3 passes to attempt to unhorse the opponent. If neither side is able to unhorse the other (or they are both unhorsed on the same pass) then a score will be used to determine the winner. The table below shows the points scored for various hits in the joust.
At the end of 3 passes if no winner is declared, the two knights must enter into a melee to determine the winner.
Result Score Opponent's Helm Knocked Off (but not Unhorsed) +1 Opponent's Helm Knocked Off & Unhorsed +4 Opponent Unhorsed +3 Opponent Injured +1 Your Lance is Broken +1
Each joust will consist of three passes, and during each pass both contestants must declare the Aiming Point (AP) and Defensive Posture (DP) for the pass.
When you submit your AP and DP to the Dungeon Master (me), do it via direct message and use the following codes:
Aiming Point Code Helm H Dexter Chief DC Chief Pale CP Sinister Chief SC Dexter Fess DF Fess Pale FP Sinister Fess SF Base B
Defensive Posture Code Lower Helm 1 Lean Right 2 Lean Left 3 Steady Seat 4 Shield High 5 Shield Low 6
Certain defensive postures are not allowed when some aiming points are used. Use the table below to determine if your DP and AP are compatible.
Permitted Defensive Posturing
Aiming Point Defensive Posture Permitted H 4-6 DC 3-6 CP Any SC 2, 4-6 DF 4-6 FP Any SF 4-6 B 1, 4-6
Once both knights send me their DP & AP, they will be assessed using the following table to determine the result of the pass.
Jousting Result Table
Lower Helm (1) Lean Right (2) Lean Left (3) Steady Seat (4) Shield High (5) Shield Low (6) Helm (H) M M M H U M Dexter Chief (DC) U B M B B M Chief Pale (CP) B/U/I U G B B/U U/I Sinister Chief (SC) G M B G G U/I Dexter Fess (DF) B/U/I B/U M B M B Fess Pale (FP) B/U G B B/U B/U/I B Sinister Fess (SF) G M B/U G G G Base (B) B G U B B/U/I B
The results are explained below.
Result Code Broken Lance* B Glances Off G Helm Knocked Off* H Injured I Miss M Unhorsed U
*Any knight who breaks his lance or has his helm knocked off must assume a steady seat (4) next pass.
(B) Broken Lance
Results of Broken Lances scores 1 point for the Knight and requires him to use Steady Set (4) for his next Defensive Posture.
(H) Helm Knocked Off
A result of Helm Knocked Off will require a saving throw vs. Dragon Breath to prevent being unhorsed. A failed saving throw results in a loss (unless both Knights are unhorsed).
A result of Injured will require a secret “to hit” roll versus the defender’s AC based upon the attacker’s level and modifiers. If the Knight is hit for damage, he must also make a saving throw vs. Death to remain on the horse. Regardless of the saving throw, the Knight will take full damage from the hit with the lance. This can sometimes cause death, a risk all tourney Knights must face.
Results of Unhorsed will actually consist of a saving throw vs. Paralysis. A failed save means the knight has fallen from the saddle and lost the round (unless both Knights have been unhorsed see below).
Each knight must pay a ransom after each loss in a joust or forfeit his armor and mount. The amount of ransom is equivalent to the cost of the armor type and horse based on the following table.
Mount Ransom Riding Horse 50 gp Light Warhorse 75 gp Medium Warhorse 125 gp Heavy Warhorse 200 gp
Armor Ransom Boiled Leather 10 gp Mail Hauberk 75 gp Plate & Mail 200 gp Full Plate 350 gp
Where do these rules come from?
Where do these rules come from?
Chainmail! It's basically OD&D Knights using the jousting matrix from Chainmail (this image is from 3rd Edition):
This first tourney will focus on Jousting but I'll have some battle royale melees and shit too. Hoping this evolves into a PbP Campaign that runs like this:
- Tourney (lots of players involved)
- Episodic Quest (very short quest with a few Knights)
- Episodic Quest
And, so forth. Tourneys can involve any and all players who might have had to bow out due to time constraints. And, then quests are a little more involved but shorter than a full campaign and has a finite end. And, whoever is available at the time can go "a questing".
XP from Tourneys and Quests accumulate.