Yet another Duel replacement

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Re: Yet another Duel replacement

Postby wastevens » Mon Jun 28, 2010 7:58 am

Hm. What is 'Temporary Style', and how is it different from other style rewards?
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Re: Yet another Duel replacement

Postby Thark » Mon Jun 28, 2010 9:02 am

Only difference is that it's style that only remains for the rest of the fight. Any temporary style you've still got at the end of the fight is lost. You can use it just like normal style during combat to tag, invoke, create scene aspects, or whatever.

That's what makes the style build-up possible without ruining the style economy outside combat.
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Re: Yet another Duel replacement

Postby wastevens » Tue Jul 06, 2010 10:46 am

Alright, after around half a dozen playtests, this is the simplified dueling system that has been worked out.

Step 1: Gather Dice.

In a Duel, unlike in most other contests and risks, a Ven may opt to gather dice from two Virtues instead of one. One of the Virtues is always Prowess. The second Virtue can be any of the six. Yes, this means you can choose Prowess twice.

Explanation: This change was made in order to avoid problems at the extreme low end of the scale, and to make dangerous injuries easier within reach. Dueling is a dangerous and bloody business!

Step 2: Set aside Wagers.

As normal, both players secretly set aside their Wagers.

Step 3: Roll dice, determine Privilege, reveal Wagers.

Step 4: The character with the Privilege acts. They must spend one or more Wagers to attack their opponent, or use a Manuver.

Step 5: If attacked, the defender may spend Wagers to reduce the severity of the Injury.

An important consideration: If attacked, you do not have to defend yourself. You can accept the wound, in order to deliver a more deadly counterstrike. It is entirely possible, if two Ven Hate each other enough, for them to inflict mutual mortal blows.

Step 6: If the other player has Wagers, they now act. Return to Step 4.

There is not an 'attacker' and a 'defender' per roll. Instead, the aggressor and defender switch within the same roll, as Wagers are spent.

Step 7: If the acting player is the only one with Wagers, they act again. Return to Step 4.

Step 8: If no players have any Wagers remaining, the beat ends.

---

Manuvers:

The Manuvers are described here more as mechanical effects, with some narrative suggestions. They are not locked into absolute 'This Manuver means this happened' stylings. Players are free to describe how the Manuver takes effect as they want.

Reckless Recklessness must be declared in Step 3, before the dice are rolled. Once declared, it cannot be taken back. When fighting with Recklessness, you may not defend and must commit all your Wagers to a single Injure attack. If it strikes home, a Reckless attack increases the Injury dealt by two levels. (A Rank 1 injury is instead a Rank 3 Injury, etc).

Quick Thinking When acting, you may spend 1 Wager to make a contested Cunning risk. If successful, you learn the Tag or Compel of your opponent's invoked Aspect. This ends your action.

Gain Style When acting, you may spend 2 Wagers to gain 1 Style. This ends your action.

Burn Style When acting, you may spend 2 Wagers to cause your opponent to lose 1 Style. This ends your action.

Gain Advantage When acting, you may spend 1 Wager to gain 2 dice on the next beat. This ends your action.

Each of the Manuvers is associated with a Virtue. You cannot use a Manuver for a Virtue you have a Weakness in. Furthermore, if you choose to add a Virtue to your combat pool in Step 1, you may be Compelled during the fight to perform that Manuver. You may Compel another in Step 2 (if Compelling Reckless or Knowledge), or Step 4 (for the others).

Reckless: Courage
Gain Advantage: Wisdom
Gain Style: Beauty
Burn Style: Strength
Quick Thinking: Cunning

Prowess has no Manuver; it cannot be Compelled. No man controls the Wolf.
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Re: Yet another Duel replacement

Postby Aban the White Stag » Tue Jul 13, 2010 3:27 pm

This is interesting. Have your players come up with awesome ways to use(and abuse) the system? (pesky players..Sheesh)
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Re: Yet another Duel replacement

Postby wastevens » Wed Jul 14, 2010 7:25 am

Sidenote: This was a slightly out of date set of the manuvers (I'd forgotten they'd changed and hadn't updated my notes) The corrected list of manuvers...

Wisdom: Gain Advantage. This costs 1 Wager this first time it's used, and +1 Wager each additional time.
Cunning: See Weakness. This costs 1 Wagers, and lets you initiate a Contested Cunning Risk to recognize the Tag or Compel in your opponent's invoked Aspect.

The rest are the same.

As for players abusing the system? Not yet. To be frank, only like, one of my players has much invested in combat. They seemed happy with the changes, but there hasn't been a proper duel to really test them out.
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Re: Yet another Duel replacement

Postby Aban the White Stag » Sat Jul 17, 2010 11:15 am

Have you tried the LARP (Blood and Tears) dueling system? the emphasis is away from mechanics and more toward having a spectacularly cool duel between characters. Manuevers can be used in it as well, just costs Style (Wagers) to invoke.

The Narrator gathers dice for both parties involved, and with that accumulated total gives each player a Style/Wager die for every cool thing they do in the duel until the pool is gone. When the duel is over, each player gains however much Style they received as a reward for having an awesome scene.
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Re: Yet another Duel replacement

Postby wastevens » Sun Jul 18, 2010 6:02 am

It was discussed, we decided that we wanted a dueling system with a greater bite.
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