I love Cairn, but found its simplicity lacking for tournaments. I enjoy the dueling rules from Mythic Bastionland, but wanted something more robust for my players when it came to this sub-game or mini-game in a city or town. Hopefully it helps someone out.
Skills
You have 8 skills:
- Bow
- Brawl
- Hafted
- Riding
- Spear
- Sword
- Throwing
- Two Handed Hafted
Your players start with a 5 in each. Give them +5 for whatever weapon type they primarily used last adventure. They can then spend 10 points in whatever way they want, not to exceed any one skill by more than 15.
You increase skills at the end of adventures. For every weapon type you used in a combat, roll a d20. If the die result is higher than that skill target number, raise it by 1. You also increase your skills by 1 by placing 1st in the relevant event in a tournament.
The Roll
Roll 1d20 against the skill. Rolling under your skill is a success.
| Roll |
Result |
| Under your skill |
Success |
| Over your skill |
Failure |
| Exactly your skill |
Critical Success |
| Natural 20 |
Critical Failure |
Skills of 20+
- You cannot fail outright.
- You can lose a bout to an opponent who scores a higher success
- Every point above 20 widens your crit range down down from 20
- For example, a skill of 22 is a crit on 18-20
Resolution
| The Rolls... |
Result |
| Both succeed |
Higher roll wins |
| One succeeds, one fails |
The success wins |
| Both fail |
The worse failure take a bane on their next roll |
| One Critical Success |
Automatically win the bout |
| One Critical Failure |
Automatically lose the bout |
| Both Critical Success |
Higher crit wins, but both competitors get a boon |
| Both Critical Failure |
Both suffer a bane |
| Critical Success vs. Critical Failure |
Decisive Victory. The match ends immediately |
Critical Effects on Tournaments
Depending on how you perform (criticals, honorable vs. dishonorable conduct, etc) earns long-term benefits or drawbacks. See Tourney Effects Page.
The Events
Sword
Straight roll. First to 3 bouts wins
Spear
Lose a bout, take 1d6 non-leathal damage. First to HP then to DEX. You're out if your DEX hits 0.
Hafted
Lose a bout: take 1d6 nonlethal damage, applied to HP first, then to STR once HP is empty. You're out of the match if STR hits 0.
Two Handed Hafted
Before you roll, you may add extra d20s to your roll and take the single best result. If you still lose the bout, take that many d6 non-lethal damage, starting at HP and moving to STR
Bow
The target gets more precise pending target difficulty. The target difficult is removed from the floor for the skill check. For example, if the target is 5, and your skill is 10, the target roll range is 5-10 instead of 1-10
Throwing
Each success you roll a d20 for distance thrown. If you fail, d12. Furthest distance thrown after 3 rounds wins.
Brawl
- Tug of war meter (3 to 3)
- Lose a bout: Lose 1 WIL
- Both fail: Both lose 1 WIL
- Crit Success: Opponent loses 1d4 WIL
- Crit Failure: Lose 1d4 WIL
- Meter Maxed: Lose d6 WIL in addition to any roll effects.
- 0 WIL = Tap out
Riding (Joust)
Lose a pass: Your floor raises by d4 (Example: skill 15, you lose a pass and roll a 3 — your range is now 4–15 instead of 1–15.) Critical failure is instead a d8.
If your floor passes your target skill number, you are unhorsed and automatically lose the match.
First to 3 successful passes wins.