Glorelendil wrote:aramis wrote:
Better reread Horse Lords, Rich. Bottom of 136 to top of 137 - charging - there is notation that they go in initiative order.
So two joust... initiative is determined normally, one will try, then the other.
If hit, it's probably just endurance loss... but a lot of it.
And as for falling... Sidebar, 138. Any of the following force a riding test or fall.
the horse being injured, Knockback (halving the End Loss), or Passing Out from Endurance Loss.
A typical blunted lance joust would be probably a spear with pierce reduced to <G> and a called shot of forced knockback;
Ok, but you just created a rule for tournament jousting. And you still need rules for determining initiative order for a joust. (Unless you want to let them sneak up on each other, I guess...)
I'm not saying there aren't a bunch of elements that COULD be used for tournament jousting already in the rules, just that it's not quite all the way there.
EDIT: And, as has been discussed in another thread, you can't give a weapon a Called Shot of a forced Knockback because it makes it far to easy to lock down a powerful adversary, preventing it from ever attacking. Game breaking mechanic. So I guess you could say "When this weapon is used in a charge it has a new, unique Called Shot..." but that feels too contrived/fiddly for TOR.
The only "rule" created would be for the lance. All the rest is simply applying extant rules.
As for who has the initiative, TOR 2E, page 170, bottom of LC to top of RC. Specifies opposed battle rolls.
Keep in mind - lots of jousts were not lance charges... Many weren't even mounted. (Jousting has become nearly synonymous with lance tournaments, but it really shouldn't have.)
So, using JUST rules as written...
It's a 1-on-1 battle, with unclear initiative... so, applying the RAW, battle rolls. Winner gets initiative.
Preparatory dice.
First Charge - Initiative holder ride test; on success, attack test. If no wound nor KO, other rider makes ride test and on success attack test.
Wheel and turn: as per rules, this doesn't happen.
Go to close quarters... or willingly disengage. (Which, in a friendly joust, everyone would have agreed to the terms prior.)
The only actual rule needed to make it feel right would be to allow mounted vs mounted to willingly allow a wheel and turn for a new pass. Sooner or later, one or the other will be KO'd or fall off. Actually, if all the
Being knocked back is, RAW, always the target's choice... but when mounted, it's a risk of falling.
On thinking about it, I can see a called shot knockback as being too potent for a weapon. It is, however, exactly what a non-fragile tournament lance is for. In the context of a mounted charge, forcing them to make a ride test but take half damage? Perfectly mimics the punch...