I’m thinking of starting a new game in this forum. I want to complete my current RPG, which may take a while, but I’ve been itching to try something a little more different and light fun. Basically, it’s a medieval jousting game. I’ve gotten not quite half way through typing out the rules.
It occurs to me that while the average Doper is above average intelligence, the rules themselves might be a turn-off to most would-be players. Give a read through what I’ve done so far, and tell me at which point your eyes glaze over and you said “tl;dr”:
Step 1: Choose your social status
Step 2: Assign your stats
Step 3: Calculate skill bases for skills
Step 4: Assign Veteren Points
Step 5: Calculate skill MLs
Step 6: Determine character name, location, liege lord, and heraldry
Step 7: Calculate END, Dodge, and MOV
Step 8: Purchase steed, armor, and weapons
Step 9: Calculate encumbrance
Step 10 Calculate EMLs
Step 1: Choose your social status
The tourney is open to rich knight and poor knight alike. Knights of high social status have more power challenge knights of lower social status. They also have more silver with which to purchase steeds and equipment. The tradeoff is lower skill SBs.
Start with 50 option points. The cost, in option points, for social status is as follows:
Knight-bachelor: 0 pts
Knight-patrician: 1 pt
Fighting Order or Bailiff of the Hundred: 2 pts
Baron or Royal Guard: 4 pts
Earl or Sheriff: 6 pts
Example: Sir Noname decides to be a knight of a fighting order. This costs him 2 OPs, leaving him with 48 OPs left.
Step 2: Assign your stats
You have the following stats. These are inborn or conditioned attributes.
Strength (STR)
Stamina (STA)
Will (WIL)
Dexterity (DEX)
Agility (AGL)
Each of these stats has a value of 03 to begin with. Distribute your remaining OPs among them. No stat may exceed a value of 18.
Example: Sir Noname assigns the following values to his stats:
STR: 10
STA: 8
WIL: 8
DEX: 13
AGL: 9
Total = 48
Adding 3 to each gives him:
STR: 13
STA: 12
WIL: 10
DEX: 16
AGL: 12
Step 3: Calculate skill bases for skills
Each knight will have the following skills. Each skill listed has four pieces of information. The first three are three stats upon which to build the skill. The fourth is the skill’s opening mastery level, which will be explained in step 5.
Riding DEX AGL WIL OML=SB1
Initiative AGL WIL WIL OML=SB4
Unarmed STR DEX AGL OML=SB4
Axe STR STR DEX OML=SB3
Club STR STR DEX OML=SB4
Flail DEX DEX DEX OML=SB1
Polearm STR STR DEX OML=SB2
Shield STR DEX DEX OML=SB3
Sword STR DEX DEX OML=SB*3
Calculate each skill base by averaging the three appropriate stats. Round off.
Example: Sir Noname
Riding DEX AGL WIL = 16 + 12 + 10 = 38/3 = 12.6, rounded up to 13.
Initiative 11
Unarmed 14
Axe 14
Club 14
Flail 16
Polearm 14
Shield 15
Sword 15
Step 4: Assign Veteren Points
Knights have combat experience. This is reflected in veteran points. Increase the OML of each skill by spending VPs on it as follows:
Increase of 1: 1 point
Increase of 2: 3 points
Increase of 3: 7 points
Increase of 4: 15 points
Note that no skill may be improved more than once to reduce the cost. You have a total of 30 VPs to spend.
Example: Sir Noname
Riding +3 (7 points)
Initiative +0
Unarmed +0
Axe +1 (1 point)
Club +0
Flail +3 (7 points)
Polearm +4 (15 points)
Shield +0
Sword +0
Total=30 VPs
The new OMLs are:
Riding OML/4
Initiative OML/4
Unarmed OML/4
Axe OML/4
Club OML/4
Flail OML/4
Polearm OML/6
Shield OML/3
Sword OML/3
Step 5: Calculate skill MLs
Multiply the SB times the modified OML to get mastery level (ML). If an ML exceeds SB+100, reduce it to SB+100.
Riding 134=52
Initiative 114=44
Unarmed 144=56
Axe 144=56
Club 144=56
Flail 164=64
Polearm 146=84
Shield 153=45
Sword 15*3=45
Note that skill MLs are percentages, so anything under 50 is more likely to fail than succeed. A skill of greater than 75 is pretty good, and a skill of over 100 is excellent. Also note that there will be a couple more modifications to them.
Step 6: Determine character name, location, liege lord, and heraldry
Make up a name for your character. Knights patrician, barons, earls, and sheriffs will have a name assigned by the GM. Location and liege lord will also be assigned.
Optionally, make up your heraldry. Get as fancy as you want with this, but simple is OK as well. To make up your own, choose one, two, or three of the following colors:
Argent (White)
Gules (Red)
Or (Gold)
Azure (Blue)
Sable (Black)
Vert (Green)
Then choose a charge, such as a weapon, animal, or other symbol. Note that highewr ranking characters may have one of these assigned. Also note that no two knights may have the same heraldry unless they are from the same clan or order.
Make a picture and post it to the Web if you want. Go nuts!
This heraldry will be displayed on both your shield and surcoat.
Example: Sir Noname becomes
Sir Reginald Obris
Knight of the Lady of Paladins in Meselynshire
Liege lord: Church of Larani
Heraldry: Argent and Gules, a sword inverted
Step 7: Calculate END, Dodge, and MOV
Calculate END (Endurance) as an average of STR, STA, and WIL.
Dodge is AGL*5.
MOV (Movement rate) is AGL.
Example: Sir Reginald Obris
END = 12
Dodge = 45
MOV = 9
Step 8: Purchase steed, armor, and weapons
You have an amount of starting cash with which to buy a steed, armor, and weapons. Starting cash, in silver pence (d), is as follows:
Knight-bachelor: 1,000d
Knight-patrician: 3,000d
Fighting Order: 3,500d
Bailiff of the Hundred: 4,000d
Baron: 6,000d
Royal Guard: 5,000d
Earl: 12,000d
Sheriff: 10,000d
You will need to purchase, at the minimum, one primary weapon, one shield, and a steed. You will also need to bring at least three jousting poles. (The wealthy bring more.) Armor is highly recommended, and wealthier knights are expected to be very well armored. As well, there is an entry fee to the tourney.
Secondary (and even tertiary) melee weapons are recommended. Spares may be purchased, as weapons tend to break. However, spares may not be carried into combat. (A squire may hand you a spare, if you have one.)
Price list:
Entry fee:
Earl: 460d
Baron: 240d
Knight patrician: 120d
Knight bachelor: 60d
Foreign knight: double charge
Fighting order: No charge
Royal guard: 24d
Steeds:
Step 9: Calculate encumbrance
Step 10 Calculate EMLs