Hey everyone, I was just messing around with this idea and thought I'd share. The concept I had was for adding some simple "dueling" rules to Castles & Crusades, inspired by the Burning Wheel role-playing game. You wouldn't use these in regular combats of course (they take much longer to resolve as they are more detailed), just in cinematic duels between a PC and an NPC who had slighted his honour.
The system uses the SIEGE engine. There are no initiative rolls. At the beginning of each round, the combatant's secretly write down two moves from the following list. Each combatant then reveals his first move and resolves it with a normal ability check (not opposed). If the move was offensive, then use the result of the ability check roll as an attack roll as well (roll damage if it exceeds target's AC). If a combatant passed his first check, he may resolve his second move (otherwise the round is over for him). After any second moves, a new round begins.
Moves (Relevant Ability, Type and what it counters):
Strike (STR, Physical Offensive, beats Mental Switch)
Parry (DEX, Physical Defensive, beats Mental Offensive)
Advance (CON, Physical Switch, beats Mental Defensive)
Thrust (INT, Mental Offensive, beats Physical Switch)
Evade (WIS, Mental Defensive, beats Physical Offensive)
Feint (CHA, Mental Switch, beats Physical Defensive)
Use the SIEGE mechanics for ability checks (add ability modifier, but no level modifier). If you chose a move that counters the enemy move (i.e. you script Strike vs Feint), your check gains a bonus equal to your BTH and your opponent's check gains a difficulty equal to your BTH. If your move is of the same type (either physical/mental or offensive/defensive/switch), then your check gains a bonus equal to your BTH and a difficulty equal to your opponent's BTH.
Note, sometimes you will resolve your second move and your opponent will not (if he didn't pass his first check). In this case, your move is automatically considered to be a counter against your opponent's stumble.
At the end of the round, begin a new round by scripting new moves. If you ended the last round with two successful checks and your opponent did not (and your last move was not offensive), then you are entitled to make one guess as to what your opponent's first move for the new round will be before scripting your maneuvers.
Love it or hate it?
The Duelist
Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Return to “Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos”
Jump to
- News
- ↳ News & Subscription Services (Troll's Tusk, Youtube, Twitter, Facebook, C&C Society)
- ↳ Upon the Forge's Anvil!
- ↳ Troll Con, Gen Con, Convention News
- ↳ Castles & Crusades Society News
- Monsters & Treasure 5th printing
- 5e Kickstarter
- The Portal
- Castles & Crusades - Games of High Adventure
- ↳ Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- ↳ Amazing Adventures
- ↳ World of Aihrde Campaign Setting
- ↳ Haunted Highlands Campaign Setting
- ↳ Castles & Crusades Adventure Modules
- ↳ The Crusader
- ↳ Keeper Advice
- ↳ Monsters for C&C
- ↳ The Crusades
- ↳ Castles & Crusades Online
- ↳ Victorious
- General
- ↳ Open Discussion
- ↳ SIEGE Engine & Other TLG Games
- ↳ The Artist's Alley
- ↳ Out of Print
- ↳ Other Games
- ↳ Tributes
- ↳ Technical Support
- Wilderlands of High Adventure
- ↳ Player's Haven
- ↳ Judge's Keep
- Non Public Information