Jousting Rules

Background

Jousting is a popular and spectacular formal competition carried out by knightly opponents usually in tournaments accross the Kingdoms of Melderyn, Chybisa, Kanday and Kaldor. Occasionally jousts are used for training, sport or to settle a grudges.
  The ideals of chivalric combat is strongly supported by the Church of Larani.
  Jousting is performed rarely in the Thardic Republic and Kingdom of Rethem, as less formal combat in an Arena is preferred.

Equipment

Armor - Minimum Ring or Chain-mail.
  Shield – Standard or Medium Shield. Must have the Code of Arms of the competitor or the Lord or organization represented clearly on display.
  Weapon – Jousting Lance. Wooden lance designed to shatter on impact but provide enough force to potentially knock someone off their horse. All are the same length and often provided by a tournaments sponsor.
  War or Jousting Saddle
  Horse – Usually either a Medium or Heavy Warhorse.

The Joust

The combatants line up (usually separated by a tilt) and charge forward aiming their jousting lance at the body, shield or head.

Typical Rules

Objective:
  On a minimum 3 passes dismount your opponent or break more lances his shield, head or body than he does to you.
  In the case of a tie then continue jousting until a dismount or one combatant takes the lead.
  If both knights are dismounted simultaneously then combatants usually engage in a melee combat.
  Disqualification occurs if an opponents horse is hit.
  Accidentally killing the opponent is acceptable, however, the victor is expected to provide for any widow and children if they do not have means.

Variants

Some tourneys have special or stricter requirements. These include;
  Armour restrictions. Some elite tourneys allow only half or full plate armor.
  Some tourneys allow old style lances with a sharpened point which do not shatter on impact. These are bloody affairs and commonly lethal. This is usually reserved for blood feuds and a combatant can withdraw from such a match without any loss of honor.
  Shield – some use standardised shields sizes or designs.


Game play (D&D 5E)

Each combatant chooses strike location
  Shield – Target AC 12.
Body – Target opponent’s AC.
Head – Target opponent’s AC at disadvantage.

If the lance hits the shield the lance will shatter, the opponent takes 1d4 bludgeoning damage.
  If the lance hits the shield on a critical hit the lance will shatter, the opponent takes 2d4 bludgeoning damage and must make a DC 12 Athletics or Horsemanship check to remain on his horse.
  If the lance hits the body it may shatter (2 in 6 chance) however the opponent takes the 1d6 + strength + other modifiers piercing damage and must make an Athletics or Horsemanship check vs the Armour class hit by the attack roll to remain on his horse.

If the lance hits the head it may shatter (1 in 6 chance) however the opponent takes 1d8 + strength + other modifiers piercing damage and must make an Athletics or Horsemanship check vs the Armour class hit by the attack roll, at disadvantage, to remain on his horse.
  When dismounted a competitor must make a DC 10 Athletics or Acrobatics check or take an additional 2d6 bludgeoning damage from the fall.
  If an attacker rolls a 1 on an attack they may hit the oppositions horse. They get a DC 5 Dexterity saving throw to avoid such a disgraceful disqualification.


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