Cinematic Dueling [Archive] - Wizards Community

Post/Author/DateTimePost
2y1y1z2

09-30-06, 02:26 AM
I'm looking for a more cinematic system for 1 on 1 duels than the current rules provide. Stuff like parries and ripostes. Blocking with main and off hand weapons. Acrobatic dodges.

Any rules already laid out for this? If not, anyone have any ideas?
x.ALUCARD.x

09-30-06, 07:16 AM
Any rules already laid out for this? If not, anyone have any ideas?

You can play something like this using the maneuvers presented in the Tome of Battle.
Seraphine_Harmonium

09-30-06, 12:30 PM
Dragon posted parrying rules in issue 301 I think. I'd have to check, but It basically states that by expending an attack of opportunity oyu can make an opposed attack role against your opponent's attack role to try to block the attack.
I am also currently using a system for what I call "Controlling Ground." At the end of each round, the two combatants make opposed intimidate checks. Dealing damage to your foe gives you a bonus to this role. The winner pushes the loser back five feet. I like this because besides adding a little flavor and detail to combat, it has some strategic possibilities as well, and makes Intimidate useful in combat.
fatal error

09-30-06, 02:55 PM
It's quite frankly, all in the description. As for getting the same amount of movement prevalent in such cinematic pieces, either make terrain matter more/populate you battle scene with high ground and various advantagious locations, or allow people to take penalties on their attacks to push their foe back 5ft if they hit. Or both.
dengarbountyhunter

10-01-06, 08:58 AM
Like fatal error pointed, it's all in the description. Fighting defensively can be desribed as carefully watching the opponent's evey move, and deftly jumping sides to sides when he attacks (especially if you have 5 or more ranks in Tumble).
Feints can be described as stepping to one side and quickly diving to the other to unbalance your opponent. Two-weapon defense actually reflects the fact that you use your off-hand weapon to parry blows.

Still, look at the duelist class if you want more mechanics for dueling (though I don't quite like the idea of it all being about "no off-hand weapon or shield"; duelists did use "main gauche" daggers, shields, gauntlets or at least a cloak wrapped around the off-hand).
reese

10-02-06, 12:41 AM
Still, look at the duelist class if you want more mechanics for dueling (though I don't quite like the idea of it all being about "no off-hand weapon or shield"; duelists did use "main gauche" daggers, shields, gauntlets or at least a cloak wrapped around the off-hand).

just a thought, i was looking at the duelist PrC today in the DMG and i think the "nothing in the off hand" applies only to the precise strike ability and it says:
Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield.

so you can use two weapons, but to get the extra damage, you can't attack with your off-hand weapon in that round. however if you have TWD, i don't see how that affects it i.e. you can still have the AC bonus from TWD even if you don't attack, showing how you use your off-hand weapon to parry blows. this is in the spirit of the law, not the letter or vice-versa, yadda-yadda and so on

none of the duelist abilities allow you to use a shield, but i might houserule bucklers as allowable especially since one, its strapped to your arm and two, a mithril or darkwood buckler doesn't even have a mechanical armor check penalty
2y1y1z2

10-03-06, 10:15 PM
Thanks guys. I have looked at the maneuvers in ToB and found the Diamond Mind and Iron Heart disciplines to my liking.
I am also currently using a system for what I call "Controlling Ground." At the end of each round, the two combatants make opposed intimidate checks. Dealing damage to your foe gives you a bonus to this role. The winner pushes the loser back five feet. I like this because besides adding a little flavor and detail to combat, it has some strategic possibilities as well, and makes Intimidate useful in combat.Back being? Directly back or any of the 3 squares behind your opponent?

And I've always used TWF for my duelists, but never really considered just going the TWD route.
Sennet

10-04-06, 05:41 AM
There's a D20-supplemental from Mongoose-Publishing out there called "Ultimate Feats" (lots of feats, both insane and really good ones) which has a parry feat (during your turn, you can save one of your attacks to later on parry an attack from your enemy by macking an opposed attack-roll with your saved attack's modifier) and a riposte feat (let's you perform a counterattack after succesful parry).