Jousting in combat-would this work? [Archive] - Wizards Community

Post/Author/DateTimePost
Averroes

04-11-07, 12:11 PM
So I am finally reaching the end of my campaign.
In the game the Knight has been unhorsed twice by one of the main villains, so there is a nice building story and its time for the climax.

The big difference is this isn't a tourney that they will be charging at each other with lances. It will be in combat with the other players fighting the villain’s brother. So I have to put a joust into the round by round combat. Now normal combat would mean that whoever won initiative would charge right past the loser (they both have ride by attack) and the loser won't get a chance to attack back. This isn’t really that dynamic as there won’t be the clash of the two warriors bearing headlong into each other, just one making a shish-kabob out of the other.

If I got something wrong in the rules above let me know.

Now this isn’t strictly by the rules, but I was thinking I would have the villain ready his action to charge at the player when he charges at him. So both would be charging each other at the same time. When they meet do a ‘mini’ initiative for which of the two would hit each other first. If the loser isn’t unhorsed then they get to hit as well, then ride past each other and prepare for another bout. They both have a lot of hit points so I’d expect it to take a few runs before one falls.
olshanski_home

04-11-07, 01:58 PM
Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount.
Why don't you simply allow opposed rolls:
Typically, when you attempt to trip someone and fail, the opponent gets a chance to trip you in return. This sounds like what you are trying to accomplish (knock someone off a horse).
Averroes

04-11-07, 02:14 PM
Well that would work if they weren't trying to kill each other with thier Lances. The tripping is actually pretty much what I did in the tournes. But this is life or death combat.
That would be a good if they do try to knock each other off. And there is a varity of ways to do that.
However my problem is actually working out how to make the moment of them both charging at each other. Because like I said in the normal turn of events in combat one moves on thier turn and the other waits until thier turn to move.

Though you do bring up a good question. For Tripping someone off thier mount, if they don't have imp trip does the other person still get an attack of opprotuity? I would think so because they are both using reach weapons. So without that feat (which neither have) I don't see either wanting to take an extra attack from the charging opponent.
tos_shai_hulud

04-11-07, 02:32 PM
Make it so that the villain somehow is guaranteed to win the initiative, but rather than charge, he wants an honorable fight. He holds his action until his enemy begins charging. His held action is a charge attack. This will take place before his enemies (so even though he held his action, he still has the upper hand), and you can adjudicate his attack first, in case of death, or something similar, but this will allow the joust feel. From now on, both of them have an initiative that meets in the middle of the joust.
Marcus Majarra

04-11-07, 03:36 PM
Well, you can defer to the jousting rules from the Complete Warrior, except that both participants make a round of jousting at the lowest initiative from either participant. Here's a summary of the jousting rules:

Both knights make a special charge against one another simultaneously. You resolve this as a normal charge with lances. Any knight with the Ride-by Attack feat gets a +4 bonus on this attack roll. A successful hit deals normal lance damage (which is at least doubled on account of charging; there's room for more damage with feats like Spirited Charge or special abilities like the Cavalier's Deadly Charge), and allows the knight to unhorse the opposing rider (resolved as a trip attempt) or sunder his opponent's weapon or shield. Neither of these provokes an attack of opportunity (although the Complete Warrior is silent as to whether your opponent is allowed to counter your move if you fail).
Averroes

04-11-07, 03:45 PM
Well, you can defer to the jousting rules from the Complete Warrior, except that both participants make a round of jousting at the lowest initiative from either participant. Here's a summary of the jousting rules:

Both knights make a special charge against one another simultaneously. You resolve this as a normal charge with lances. Any knight with the Ride-by Attack feat gets a +4 bonus on this attack roll. A successful hit deals normal lance damage (which is at least doubled on account of charging; there's room for more damage with feats like Spirited Charge or special abilities like the Cavalier's Deadly Charge), and allows the knight to unhorse the opposing rider (resolved as a trip attempt) or sunder his opponent's weapon or shield. Neither of these provokes an attack of opportunity (although the Complete Warrior is silent as to whether your opponent is allowed to counter your move if you fail).

I like it, So you both deal your damage and still do the unhorsing. They will obviously use thier ride to try to stay on. Thanks.

I used it before (but it was like 5+ months ago) I'd just forgotten that you also deal your damage.
Marcus Majarra

04-11-07, 03:58 PM
Well, if they don't want to unhorse, they can always sunder their opponent's shield (making it easier to hit the opponent on subsequent rounds).