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Duelling

When facing off against an opponent also trained in a martial weapon, combat can get far more complex. The speed of your weapons becomes more important, along with their other properties. Certain special rules apply during a duel:  

MOVEMENT

Whenever an attack is made, the attacker pushes forward and forces the defender backwards. Usually, this back and forth keeps the combatants within the 10ft line as normal. With trained fighters, however, each attack can prove lethal. If an attack hits, the defender is pushed 5ft away from the source of the attack. The defender may use a reaction to redirect this movement in a more favourable direction. If the defender cannot move backwards, the attack deals critical damage.  
Additionally, there are certain special actions you can only take while in combat with a trained opponent:  

BIND WEAPON

When you take the Bind Weapon action, you make a melee weapon attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). On success, you bind your target’s weapon. While bound, you and your opponent may not use the bound weapons or move. On its turn, your opponent may use an action to attempt to free their weapon with an opposed Strength (Athletics) check or Dexterity (Acrobatics) check, or they can drop the weapon. If the creature does not free or drop its weapon, the creature cannot move and has disadvantage on dexterity saving throws. While binding your opponent, you suffer the same limitations, except that you may end the bind at any time.  

COUNTER

You may use your reaction before the attack of an opponent is resolved to prepare to counter. Their attack automatically hits, but you are not pushed back 5ft. Instead, you gain advantage on the next attack roll made against the target before the end of your next turn.  
Different weapon pairings act differently and backup weapons become a far more necessary tool. Below is the list of those pairings. The figures represent how a weapon on the top row changes when used to attack a weapon on the left column. Some weapons are missing, as they have inconsequential differences to similar weapons, e.g. Shortswords and Scimitars. Rapiers are listed as Dexterity only weapons, here, due to a house rule; if you want rules for Strength rapiers, fuck off.
THIS IS A WORK IN PROGRESS TABLE

Weapons Shortsword Strength Shortsword Dexterity Rapier Longsword Greatsword
Shortsword - - +2 ATK +1 ATK +1 ATK
Rapier - - - - -
Longsword - - +1 ATK - -
Greatsword -1 ATK +1 ATK - - -
Battleaxe - - +2 ATK +1 ATK +1 ATK
Greataxe +1 ATK +1 ATK +1 ATK - -
Maul - - +2 ATK +1 ATK +1 ATK
Warhammer +1 ATK +1 ATK +1 ATK - -
Halberd - - - - +1 ATK

Weapons Battleaxe Greataxe Maul Warhammer Halberd
Shortsword - +1 ATK - +2 ATK +2 ATK
Rapier - - - +1 ATK +1 ATK
Longsword +1 ATK - +1 ATK - +1 ATK
Greatsword +1 ATK - +1 ATK - -
Battleaxe - +1 ATK - +1 ATK +1 ATK
Greataxe -1 ATK - +1 ATK - -
Maul - +1 ATK - - +2 ATK
Warhammer +1 ATK - -1 ATK - -
Halberd - +1 ATK - +1 ATK -

To anyone with an IQ above room temperature, it should be obvious that the rapier is overpowered and ridiculous. This is because this chart assumes you are attacking an unarmoured opponent. Rapiers are significantly disadvantaged, comparatively, against armoured targets. The following chart accounts for this.

Armour/Weapon Rapier
Light Armour -1 ATK
Medium Armour -2 ATK
Heavy Armour -4 ATK

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