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    Senior Member Senior Member econ21's Avatar
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    Default Tournament rules brainstorming thread

    DUELLING RULES

    Player stats

    All players have three duelling stats:

    Attacks: This is determined by the valour (experience) of your bodyguard unit (breakpoints are those used in game to affect unit attack and defence stats):
    0-1 valour: 1 attack
    2-3 valour: 2 attacks
    4-6 valour: 3 attacks
    7+ valour: 4 attacks
    It determines how many six sided dice you get to roll each round of the duel.

    Fight Value This is equal to 50 plus or minus modifiers for traits, retinue and duelling success. It determines who wins a combat round if the die are tied. Fight values are capped at 0 and 100.

    Hit points: all players have 8 hit points plus or minus hit point adjustments from their traits.
    This determines how much damage you can take before being knocked out (you are knocked out when you reach 0 hit points). Hit points are capped at 1 and 16 (as in the game)

    The GM will keep a public record of each player's duelling stats, updating it every Council session or if the player is involved in a duel. Updated stats for participants will be known before duels are accepted. Although the GM will do his best, it is the responsibility of each player to check their duelling stats prior to a duel. If they are erroneously set and not corrected before the duel, the duel will be resolved with the erroneous stats - not refought or negated afterwards.

    Duel mechanics

    One player challenges another to a duel. This is then resolved by Zim or someone he delegates as referee, at a time and pace of his chosing. Ideally, both challengers and referee are online simultaneously so it can be quickly resolved within an hour or so.

    The challenging player either challenges a player to a regular duel (an "honour duel") or to a "duel to the death". Duels require mutual consent. Duels to the death have a special extra rule detailed later.

    A duel consists of one or more rounds of combat and lasts until one player has zero hit points or concedes.

    Each round of combat, a player strikes high, medium or low. He communicates this in secret to the referee. Strikes are simultaneous. This part of the duel is rock-paper-scissors. High beats medium, medium beats low, low beats high. A player whose strike beats his rival has the advantage in the combat round.

    The referee then rolls a number of dice for each player equal to their attacks. Plus one is added to all a player's die rolls if the player has the advantage over their rival. However, modified die rolls can never exceed 6. (So rolling a 6 and having the advantage still just gives you a 6).

    The player with the highest modified die roll wins the combat. If both players have the same highest modified die roll, then the one with the highest fight value wins. If both die rolls and fight values are tied, the umpire randomly decides the winner (50:50 chance).

    The winner of a round does 2D4 (roll two four sided dice and total) hit points of damage to the loser.

    Edit: Each round, when choosing high/medium/low, a player may also specify that they are "holding back". This means they get minus one to all die rolls (with a 1 remaining a 1) but only do 1D4 damage if they win the round.

    Consequences of duels

    The victor of a duel gains 1 fight value and the loser - if surviving - loses 1 fight value. These will be tallied by the umpire over the game and require no changing of traits.

    In honour duels, there is a risk of accidental death. If the damage dealt exceeds a players hit points at the start of a round by three and the attacker rolls a double, the loser dies.

    In duels to the death, when the loser yields or reaches zero hit points, the victor has a choice.

    Killing the loser gains them +1 dread (change battle dread, or - if maxxed out - strategy dread)

    Sparing the loser gains them +1 chivalry (change battle chivalry, or - if maxxed out - strategy chivalry).

    Champions:

    Duels start when one player (the challenger) challenges another (the defender). Initially, the challenger must issue a personal challenge - they cannot use a champion unless the defender does. A defender can nominate a champion to fight in his stead. If the defender nominates a champion, then the challenger is free to withdraw the challenge or nominate their own champion.

    All fights involving a champion are honour duels - not ones to the death - although "accidental" death is still possible.

    A champion may be an NPC or a player who owes allegiance to the player they are championing. Players who fight as champions fight in just the same way as other players.

    NPC Champion stats:

    NPC champions are drawn from bodyguard units. For those without vassals, the relevant unit is just their own bodyguard. Those with vassals may draw a champion from their vassals. Kings and Princes may choose any bodyguard unit in the kingdom to draw their champion from (exception - not the bodyguard of the player challenging them; King gets first pick if challenged by Prince).

    There are two kinds of NPC champions - regular (anonymous) and retinue champions.

    Regular champion stats are:

    Valour: the valour of the bodyguard they are drawn from.

    Fight value: 50

    Hit points: 7

    Retinue champions:

    Unique:

    Arnold von Winkelried
    Bertrand du Guesclin
    Chevalier de Bayard
    Gerard de Ridefort
    Roger de Moulins

    These legendary NPCs have 12 hitpoints and fight values of 65

    Other retinue champions have 8 hit points and 50 fight value unless stated otherwise.

    Naïve Knight: 52 FV
    Shieldbearer 10 hit points
    Swordbearer 51 FV; 9 hit points
    Veteran warrior: 53 FV
    Bodyguard 52 FV
    Notorious berserker: 53 FV
    Dread knight: 54 FV
    Chivalrous knight : 54 FV
    Lancebearer 52 FV
    Templar/hospitaller knight: 53 FV

    Regular champions cannot be killed.
    Retinue champions are removed from the relevant character if accidentally killed.
    Champions do not gain or lose FV from duelling (this is a change from discussion to avoid book keeping)

    Fight value modifiers

    Traits that increase fight values:
    Generals receive + fight value for each rank in the following traits (max ranks given):
    -Brave 5 (brave 1; dauntless 2; courageous 3; inspirationally brave 4; has no fear 5)
    -Beserker 3 (fierce in battle 1; crazy in battle 2; berserker 3)
    -GoodCavalryGeneral 3 (good with cavalry 1; dangerous with cavalry 2; great cavalry commander 3)
    -TourneyKnight 5 (tourney entrant 1; fair jouster 2; good jouster 3; knight of renown 4; tourney champion 5)
    -HorseRacer 3 (good racer 1; great racer 2; famous racer 3)

    Traits that reduce fight values:

    Generals receive - fight value for each rank in the following traits (max ranks given):
    -Drink 6 (social drinker +1; gets merry 0; steady drinker -1; drunken heathen -2; alcoholic -3; paralytic -4)
    -Coward 4 (faltering courage -1; fears conflict -2; cowardly -3; slave to fear -4)
    -BadCavalryGeneral 3 (poor with cavalry -1; inept with cavalry -2; shameful with cavalry -3)
    -Insane 3 (dysfunctional -1; quite mad -2; utterly insane -3)
    -Deranged 3 (skewed view -1; deranged -2; utterly mad -3)
    -Haemophobic 3 (unmanly -1; disgusted by blood -2; fears blood -3)
    -Cursed 4 (hexed -1; cursed -2; blighted -3; damned -4)
    -StrickenSilly 3 (warts -1; flatulent -2; boil ridden -3)
    -StrickenSerious 3 (wracking cough -1; evil illness -2; stricken down -3)
    -TooOldToFight 1 (beyond battle -1)
    -Senile 3 (somewhat senile -1; senile -2; totally senile -3)
    - Hypochondriac 3 (feeling poorly -1; delusions of illness -2; hypochondriac - 3)

    Retinue that raise fight value (by amount indicated):
    Black Stallion +3
    Trusty Steed +2
    Seal of Solomon +2

    Commentary on traits
    I have tried to keep the list of relevant traits short and restricted to those that are linked to physical prowess on the KISS principle. Perhaps the only exception are those relevant to cavalry command/horses, as I think a good cavalry commander should be useful on a horse and I think the duels probably start with a joust (although it does not seem worth modelling that explicitly).

    Modifiers to hit points

    Traits that affect hit points - ranks in trait and max hp given
    -Hypochndriac 3 - 6 hp (feeling poorly -2 hp; delusions of illness -4 hp; hypochondriac - 6 hp)
    -HaleAndHearty 3 +6 hp (healthy +2 hp; in good health +4 hp; bastion of health +6 hp)
    -Battlescarred 4 +8 hps (marks of war + 2hp; scarred +4 hp; terribly scarred +6 hp; brutally scarred + 8 hp)
    -Last 2 ranks of Berserker (crazy in battle +2 hp; berserker + 4hp)

    Retinue that affect hit points:
    Alchemist +2 hp
    Paracelsus +4 hp
    Fine armour +4 hp
    Ornamental armour -2 hp
    Iron Crown of Lombardy +1 hp

    NOT retinue characters who would give their HP effects by fighting alongside the character- e.g. shieldbearer,. swordbearer, Arnold von Winkelried etc (it’s a duel, not a threesome)

    Example duel, modified taken from YLCs earlier one. Full credit to YLC for both the example and much of the proposed mechanics.

    Spoiler Alert, click show to read: 

    In the following fight, we have two knights: Cecil and Flax. They are fighting over the hand of a woman. Cecil challenges Flax, but only to a regular duel - he wishes to see honour satisfied, not duel to the death.

    Knight Cecil has 8 HP, as dictated by his avatar, and 6 valor (3 silver chevrons), which would give him 3 dice per phase. His fight value is 53, due to 3 ranks in the brave trait.

    Knight Flax has 10 HP, as dictated by his avatar, Fine Armor, and Hypochondria, with 3 valor, giving him 2 dice per phase. His fight value is 52, thanks to his trusty steed.

    Knight Cecil chooses his strike stance type - Mid.

    Knight Flax chooses his stance type - Low

    Knight Cecil rolls 4, 1, and 5, and each die gets +1 due to his superior stance, giving him rolls of 5, 2, and 6

    Knight Flax rolls a 4 and 3 - not enough to beat either of Knight Cecil scores.

    Knight Flax loses the combat. Knight Cecil rolls for 2D4 damage and gets a double 4 and a 2. So Flax loses 6 HP.

    Flax is wounded with only 4 hit points remaining. Knight Cecil pauses and asks Flax to yield. He will not.

    A second round of combat begins. Knight Flax rolls a 6 and 3, this time with Mid as his stance.

    Knight Cecil defends with 4, 6 and 1 with his stance set to High, but although he has the advantage, he has already rolled a 6 and this cannot be raised further.

    Since both knights are tied with a highest role of 6, the winner of the round is decided by fight values. Knight Cecil has the highest fight value and wins the round.

    He rolls a double 4 for damage. Disaster! This is a double roll and exceeds Flax’s remaining hit points by more than three. The winning blow has struck too deep and Flax falls to the ground mortally wounded.

    Knight Cecil cries “I did not mean for this to happen!”


    Original post:

    Spoiler Alert, click show to read: 

    This thread is for the development and discussion of rules for "duels" between players in KotF.

    Thinking about it a bit more, a couple of issues struck me - the desirability of speed and verifiability in resolving duels. On speed, we don't want to hold up the game, so minimising the number of rounds and interactions between players and the umpire would be desirable. On verifiability, with a random element, it would be good to have some way to make sure the die rolls could not be rigged. I recall forwarding an internet site to TC that I think did this, but have lost the link. I will try to find it. Ideally, I would like a system that anyone could umpire - again speeding things up.
    Last edited by econ21; 07-21-2009 at 21:41. Reason: Added draft rules

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