Medieval & Fantasy Minecraft Roleplaying

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Suggestion for "roll jousting"

MRPolo13

The Arbiter of the Gods
Hello there, sport! (get it? Sport? Because... jousting is a sport? Heh... Shut up mum! I am funny! :( )

So you want to host a jousting event, huh? Of course, the most logical way to do so would be to roll - it can work realistically and be the most fair.
Now, based on the actual Medieval rules (at least the common ones. Say, the ones used in Knight's Tale, because that film is freaking awesome and the rules are simple. Somewhat true, too. You have to remember that jousting wasn't a sport that had its own board of rules, like FIFA for Football, and so on).

First, the preparation. The jousting arena should be pretty long. As usual, two sides separated by a fence. However, you don't want the fence in the middle to go completely to the end of the arena (we'll discuss why later). What you want should look something along these lines:
Joust.png
This is my example. The actual arena is 30 blocks long and seven blocks wide (that gives three blocks per side), excluding of course the fences for horses. On one side you have all the audience areas, including a large roofed structure for the important people, and on the other you can get creative; throw in carts and tents. Make the place look like there are a bunch of knights stationed there. Also, make the arena as long as you want, but 30 is a nice minimum.

Now, make sure that the riders are to each others' left. Why is that important? Because left is the more protected bit that is less likely to get you killed, while right holds the lance. Yes, safety was a thing in Medieval times, surprisingly enough. You wouldn't want to have a knight killed - those bastards were expensive.


Now, the knights start off by presenting themselves. This means that they ride out in front of the crowd, and make a circle around the arena, waving to the crowd and so on. They should keep at least some resemblance of keeping perfectly opposite of each other just to make it neater. In RP this is the perfect opportunity to also describe their armour and their horses' appearances and characters. They then ride on to opposite ends (keeping the opponent to the left, so they start more or less where the fences start).
When they get there, they would be given a lance each. Once ready, the announcer would shout "Present Lances!" The two would raise their lances high, keeping them upright, to present them to the public. The order of "Charge!" is then given, and the two sides do just as instructed. They lower their lances, and hope that they score.

The scoring system is the important bit. It has to be integrated with the roll mechanic. Therefore, each side rolls a d20 ( /roll d20 for those who may not be aware).

No difference - both sides scrape, causing no damage to the opponent and winning no points. The lances can be reused, giving effectively 4 rounds.

Difference of between 1 and 4 - both sides draw. The lances snap at the same time. Neither side wins a point.

Difference between 5 and 9 - the winner's lance snaps on the chest of the opponent, giving him a point.

Difference between 10 and 14 - the winner's lance snaps on the head of the opponent, giving him two points.

Difference between 15 and 18 - the winner's lance unhorses the loser. This means an instant defeat for the loser and possible wounds from the fall, such as a concussion.

Difference of 19 (winner having 20 and loser 1) - the loser's armour is penetrated in a weak spot and there he is wounded, possibly mortally. That's sad reality of jousting - although unlikely, death is possible.

The jousters get three lances each. If an opponent's lance breaks, you are to throw yours down too. If both lances are fine after the charge, they can be reused if so desired, effectively giving the game four chances. As stated above, unhorsing is an instant defeat. Other than that, the points are calculated accordingly.

What do you guys think? I feel it's a pretty simple system to follow. :p

@DraconDarknight
 

DraconDarknight

Lord of Altera
DraconDarknight
DraconDarknight
We pretty much did this today and I personally liked it.

And since it happened:

If someone tries to spook your horse:

Spooker: 1d20 for success
Rider: 1d20 for defense

If the Rider has at least 6 points less than the spooker the horse remains unimpressed (e.g 14 vs 19 = not spooked; 11 vs 19 = Spooked)

If the spooking was successful:

Spooker Rolls 1d6

This number gets subtracted from the spooking victims Joust roll.
----

Nevertheless there was a Jousting anime with pretty interesting rules (Actually mostly added rules to the orignal rules) that had points per body part and minus points for hitting the head and so on - might be interesting too
 

MRPolo13

The Arbiter of the Gods
I don't really personally like the idea of "spooking" one's horse. How do you expect to do it? Scream? Well, if the opponent's horse gets scared by someone screaming, or waving their left arm about, it shouldn't be taking part in the joust... >_>
 

Sadko

Lord of Altera
sadko12345
sadko12345
The only way spooking was appropriate in a joust when Vlad took a bad tempered stallion.
 
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