Dueling Rules in Nor | World Anvil

Dueling Rules

Dueling Rules

Part 1: Facedown.

Some dules are won before they even begin. If either of the players wish to try to intimidate the other, they can attempt to intimidate the other user, per the intimidate rules. If both fighter’s attempt an intimidate, and apposed check is used instead. Each Combatant can add their BAB to the check. If the winner beats the loser by more than 10, the loser must make a will save with a DC equal to ½ the winners BAB, plus their Cha Mod, plus 10. If a NON-PC fails, he will concede the duel right away. If a PC fails, he will have the shaken condition for the entirety of the duel.

Part Two: The Duel

Step one: Initiative. This is a standard initiative roll. The participants can choose before this roll if the imitative will apply for the whole Duel, or if a new roll is made each round.
  Step two: The Focus. The attacker chooses how they are going to make the attack. There are four basic moves. High right, High left, Low right, low Left. These repesent general approaches, not actual types of strikes. Any move can be a thrust, slash, jab, etc.
  Step Three: insight The defender must attempt to identify the move the attacker is making. There are several ways to this. Each of the checks below (Attacker and defender) gain a bonus equal to ½ the character’s BAB
  A. A perception roll, as the defender watching how the attacker moves. This is opposed by an acrobatics check, as the opponent attempts to control his body and send false signals of his attack.
  B. A Sense Motive Check, which is opposed by a Bluff check as the opponent tries to hide the nature of the attack.
  C. An instinct check, which is just a d20+bab, opposed by the opponent d20+bab as the fighter use their gut to determine the next attack.
  If the defender wins any of the checks, he knows the basic move the opponent is going to use. However, the DM should not reveal if the defender has succeeded. He should just tell the defender what he thinks the attacker is going to use, which would be true if the defender won the roll, but could be false if he lost the roll.
  The Defender also has the ability to attempt to goad the attacker into making a certain type of attack. He can make a bluff check vs an opponent’s Sense Motive. This is more difficult though and the defender does not get to add his BAB bonus, while the attacker still does add ½ BAB. If the defender makes the check, the attacker sees a false opening and uses the basic move the defender chooses.

Step four: The parry

The defender chooses the basic move he thinks (or knows) the attacker is going to use and rolls an attack roll. Both parties reveal the basic moves they chose. If they are the same, the defender gets a +4 to his Parry roll   If they are different, the defender gets a -4 to the Parry roll   If the defender wants, he can choose not to pick an attack at all and get no bonus or penalty to the parry roll.   The defender makes an normal attack roll with their weapon, adding the bonus from above. This becomes his new AC if the result is larger than his current AC. The attacker then makes the attack roll as normal against the new AC.  

Step 5 Specials:

Feign: If the attacker chooses a feign and the defender does not pick up on it, then the attacker makes the attack with a +4 bonus as well. If the defender believes that the opponent has chosen to feign instead of defending, he can counter attack. If the defender is correct, then instead of parrying he makes a standard attack against the attacker and attacker has no chance to parry. The attacker also loses his attack that round. If the attacker is not using feign, the defender does not get a counter attack, and loses his parry for the round. Dirty Trick: The attacker can forgo his attack and instead use a dirty trick combat maneuver. If this duel is an honorable this, this is means for disqualification. The attacker can attempt to hide this move, by making a bluff check opposed by the onlookers (or defender) perception checks. However he must take a -2 penalty on the Cambat maneuver check to perform the dirty Trick.

Step 6 Switch

The defender now becomes the attacker and replay from step 2 above.
The World of Nor

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