Components of a JoustThere were a lot of factors I considered when reviewing the rules for jousting. There is no tidy way to break it down in sections, as the parts need to move together in order to function, but I shall do my best to present a clear rationale, before laying out the modified rule set.
p.58 wrote:When mounted on a war-trained steed, you may add your Animal Handling rank as bonus dice on your Fighting tests.
p.163 wrote: When riding a steed, you gain the following benefit:
- Use the mount’s Movement in place of your own.
- Gain +1B on Fighting tests made to attack non-mounted opponents.
When riding a steed trained for war, you gain the following benefits:
- If your mount doesn’t move during your turn, increase your damage on a successful Fighting test by +2.
It’s impossible to tell if the Animal Handling addition was a widowed fragment that was supposed to be removed, if it wasn’t carried through to the later chapters, or what that’s about. However, given the lack of a buckets o’ dice mechanic, and my dissatisfaction with how roll and keep works on d6s (as opposed to d10s - a story for another time), I think this bonus can be discarded.
p.168 wrote:Since a jousting attack is by definition a charge (see page 164), both attackers take –1D on their Fighting tests.
p.164 wrote:Charge (Greater)
Throwing caution to the wind, you surge forward to destroy your enemies. Charging allows you to combine Movement with an attack. You can charge any opponent that’s up to twice your Movement away. At the end of your charge, you may make a standard attack. You take –1D on the attack, but you increase the weapon’s damage by +2 for the round.
On the surface, the assumption that a jousting pass would be defined as a charge seems reasonable enough, but I was prompted to look deeper into this by player comments. At the bottom end of the field, we have a PC keeping 3 dice on Fighting Tests, for a maximum of 18 (before the -1D penalty for charging). At the top end of the field, they are pitting themselves against TN22 - a number they can’t hit, even with use of manoeuvres.
Max Roll / Percentage of opponents with TNs exceeding max roll:
- Code: Select all
No Manoeuvre Manoeuvre
.No Charge 18 / 40% 20 / 20%
-1D Charge 12 / 60% 14 / 60%
As one player asked: why even try, if you can’t hit?
Dropping the charge aspect of jousting is a fairly straightforward solution to this. This can be explained by breaking down each pass into three components:
●
First Turn: both knights bring their mounts up to a gallop and ready their lances, covering approximately 24’ (7.3m).
●
Second Turn: both knights pass each other, attempting to strike their opponent’s shield. This is not a reckless attack, as suggested by the Charge Action, but rather a calculated strike made with precision and skill. The horse continues its movement, a further 48’ (14.6m).
●
Third Turn: both knights slow their horses, assuming they are still seated, reaching the end of the tilt, having traversed roughly 96’ (29.3m).
●
Fourth Turn: assuming neither knight has been unhorsed, both turn their mounts, exchange lances, and ready themselves for the next pass.
This happens in roughly the same time it takes to pull a shot of espresso (24-30s for the uninitiated).
p.157 wrote:Tourney Lance Spear 1B Animal Handling+3 Bulk 1, Fragile, Mounted, Powerful, Reach, Slow
p.158 wrote:Fragile
Whenever you get two or more degrees of success with a Fragile weapon, it automatically breaks.
p.168 wrote:Test Result: Outcome
Failure: Lance shatters
pp.167-168 wrote:Tourney jousting is about unhorsing your opponent, so lances are blunted and meant to shatter on impact with the opponent’s shield. [...] knight charges down the field to the right of the picket and tries to strike his opponent’s shield with his lance with sufficient force to throw the other knight from the saddle. Deliberately aiming for a target other than your opponent’s shield is considered poor form at best and out-right cheating at worst, though lances do sometimes slip off of shields to strike rider or horse—accidentally and deliberately. Jousting lances are simple wooden poles, blunted at the ends and expected to splinter or shatter on impact.
p.169 wrote:A tourney lance inflicts (Animal Handling +3) base damage and is a Powerful weapon, which adds +1 damage per rank of Strength specialty a wielder has. Since a tilt with lances involves a charge, the lance does an additional +2 base damage.
p.169 wrote:A combatant knocked from his saddle falls and suffers damage equal to the jousting attack’s base damage. Armor does not reduce this damage.
p.169 wrote:Cheating
A competitor can choose to shift his lance to strike a more lightly armored area of his opponent, or even to strike his opponent’s mount. This attack deals normal damage, as if in combat, potentially killing the rider or mount.
There’s a lot to unpack here.
● First, there is the mismatch of expectation between the Fragile weapon quality, and the actual outcome of jousting Tests (p.158 -v- p.168), not to mention that the tourney lance is one of only two weapons that have this quality.
● Second, there is (surprise, surprise) an inconsistency in terminology that obfuscates intended meaning (p.169 “normal damage, as if in combat").
● Third, while there is considerable discussion about just how dangerous tournament jousting is, it is mostly in the context of accidents and intentional contravention of the rules.
Overall, this suggests to me that tourney lances are
not intended to be as deadly as a genuine war lance, the shattering effect and aiming for the shield meaning to ablate a large portion of the impact. However, assessing damage dealt is a little more complex than max roll -versus- TN.
When looking at the options, there were two main things I wanted to achieve: I wanted reward players for their XP investments, and I wanted to try ensure than the more ‘fragile’ PCs were not overrun by those with more ‘brutal’ builds. The following formula will still feel punishing to the fragile characters, but I feel reflects the dangers of jousting in lighter armour.
Damage = (Animal Handling or Fighting Ranks + Strength Ranks) * Degrees
The player may choose which Ability to apply to this calculation.
See:
modified rules.