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Jousting rules

By: a guest on Mar 7th, 2014  |  syntax: None  |  size: 1.91 KB  |  hits: 43  |  expires: Never
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  1. Quick and dirty rules:
  2. Nobody roles for initiative. Jousting attacks take place at the same time per turn.
  3. If someone takes 8+ damage from an attack, they must make a standard save or take 1d2 additional damage.
  4. Only a single attack with the lance can be made per round. No all out attacks.
  5. Instead of attacking, characters may choose to parry with a shield. Bat ponies and pegasus get +2 AC while others get +1.
  6. If an attack that would have normally hit the character without the parry attempt misses, the attacker's lance takes 1d6 damage.
  7. Lances have 6 HP and for the purposes of the tournament deal 1d6 damage, until broken, where they deal 1d3 instead.
  8. If an attacker scores a natural critical hit while the defender is parrying, the shield is broken, and the defender takes damage as normal, except without the double damage critical bonus.
  9. The earth pony +2 to hit doesn't apply during tournament rules. What they, and unicorns get are something different.
  10. Earth ponies and zebras can get +2 damage by dropping their AC by 2 for the round.
  11. Unicorns can get +1 to-hit by dropping their AC by 2 for the round. Or +1 damage.
  12. Pegasus get a flat +1 AC instead of their usual +2.
  13. Shields may be targeted instead of the defender. Shields have an AC of 10 and 4 HP.
  14. Players may also decide to break the other person's lance, though the AC to do is is 14. A natural critical by either side breaks the opponent's lance, so a person targeting another's lance might get theirs broken instead. Deal normal damage to the lance if struck successfully, and the attacker's lance takes half damage (rounded down).
  15.  
  16. Since there is no initiative phase, both players must declare what they are doing before they roll for their attack. You may either attack or parry during a round, and if you're doing a special attack, must declare it before rolling.
  17.  
  18. As usual, no magic missile, flying, etc. Just a straight up 1v1 where called shots can still be used.