Duels {WIP}

The Dueling system created by SerNurp 5/20/21.
A duel is a clash between two or more creatures, be it with spells or steel, duels are used to settle disputes, earn glory, or in certain situations determine further action. Duels are considered honorable in nature as they require all participants to abide by their rules, though on occasion duels can be dishonorable. Though duels are often times to the death, this is not always the case, non-lethal duels, such as duels to first blood exist, and are often used in higher society. Duels by their nature allow their participants to show their true skill, to flourish, rather than being hidden by the chaos of battle, allowing each combatant to overpower, outwit, or outmaneuver the other to achieve victory.

Dueling Statistics

A duelist has four statistics specifically tied to the duel, though these are not the only ones used in a duel they are the ones specific to this mechanic, they are as follows:
  • Vigor: Vigor is a duelist's stamina, health, and their ability to withstand the trials of the duel. For each point of vigor lost in a duel, a character's Hit Points are reduced by an appropriate amount, for example if a character has 5 vigor points, each point lost reduces the character's hit points by 20% of their maximum. A character has a number of vigor equal to their Proficiency bonus + their Constitution score.
  • Dueling: The dueling statistic is a duelists pool of d10 dice that is used to face off against the other participants, being applied to either Offense or Defense. This statistic is equal to a participants Proficiency bonus + one Physical ability modifier of the duelists choice + one Mental ability modifier of the duelists choice + any outside modifiers given under the Additional Modifiers section below.
  • Attack: Attack is a duelists prowess in combat through offensive means. It functions much in the same way as the Dueling statistics but can only be applied to offensive actions.
  • Defense: Defense is a duelists prowess in combat through defensive means. It functions much in the same way as the Dueling statistics but can only be applied to defensive actions. Every character receives an additional number of Defense dice equal to one-quarter of their Armor Class, rounding down.

Dueling

A duel functions similar to an ordinary combat clash, with a few adjustments and exceptions.
  1. At the start of the duel, each participant makes an Initiative check, just like in standard combat, except that the highest roller decides their maneuver last, going down the line until all duelists have acted.
  2. After initiative is determined, a duelist that has rolled lower on their initiative can attempt to replace their initiative with another combatants by rolling a Deception, Insight, or Intimidate check opposed by the other combatants Deception, Insight, or Intimidate check. If they succeed they replace their initiative with the chosen duelist. This represents the duelists flinching, or their resolve breaking before the duel truly begins.
  3. After initiative is rolled and flinching is determined, the duelist with the lowest initiative must choose their maneuver. This maneuver is known to all active duelists, providing those with a higher initiative knowledge of the opposing sides choice, granting them a tactical advantage in the duel. Though this advantage is not fully realized; the duelist can attempt to hide their action by using a Deception or Martial check opposed by the other duelists Insight or Martial check. If they succeed, they do not reveal their desired maneuver, though for those that beat them in this check they are aware of it as normal.
  4. Once maneuvers are determined, the duelist with the highest initiative activates their maneuver first, realizing its effects against their target or targets, if any. Continue this step, until all participants have acted in the duel.
  5. Once all participants have acted, determine Vigor of the participants, if any are reduced to 0 vigor, they are removed from the duel, defeated, repeat steps 3 through 5 until only one side within the duel remains.

Vigor and Dueling

Whenever you enter a duel, and are assigning your Dueling dice pool to Offense or Defense, your Offense dice are assigned to one or more hostile duelists of your choice. While your Defense dice are assigned to yourself, unless your chosen maneuver otherwise notes. Dueling Dice as follows:
  • Whenever you roll Dueling Dice, whether it is offensive or defensive, a 1 or 2 is a fumble resulting in two fails instead of one. A 3, 4, or 5 is a normal fail. A 6, 7, or 8 is a success. While a 9 or 10 is a critical success resulting in two successes instead of one.
  • When you assign Offense dice to a hostile duelist, you roll each assigned dice against the duelists Defense dice, for every 6, 7, or 8 you roll, you achieve a hit, for every 9, or 10 you roll, you achieve a critical hit. For every 1 or 2 you roll, you suffer a fumble, reducing your hits by one. Meanwhile, for every 6, 7, or 8 your target rolls they dodge a single hit, for every 9, or 10 they roll, they achieve a critical dodge reducing hits achieved by two. For every 1 or 2 they roll, they suffer a fumble, causing them to suffer an additional hit. Any hits that are not dodged reduce the targets Vigor by one.
  • Whenever you defend against an Offensive dice, you reduce your currently assigned Defensive dice pool by one until the beginning of the next round.

Dueling Maneuvers

The following is a list of available maneuvers to participants of a duel, they have a variety of effects that can target the user, opposing duelists, or both.

All-Out Attack

This maneuver converts all defensive dice into offensive dice. Ensuring that all actions taking during the round are offensive in nature. Taking this maneuver also provides the duelist with an additional 4 offensive dice beyond their normal pool. When you take this maneuver, you are unable to use any reaction or reactionary dueling maneuver.

All-Out Defense

This maneuver converts all offensive dice into defensive dice. Ensuring that all actions taking during the round are defensive in nature. Taking this maneuver also provides the duelist with an additional 4 defensive dice beyond their normal pool. This maneuver allows you to use reactions and reactionary maneuvers freely, so long as they are not hostile; in addition, you can assign your own Defense dice to allies within the duel.

Attack

This maneuver allows the user to assign their Dueling pool of dice to offense or defense, allowing them to split their dice pool as they see fit, whether that is evenly split or focused in one direction or the other. This maneuver lets you use reactions and reactionary maneuvers freely.

Committed Attack

This maneuver allows the duelist to focus their efforts on offense without fully giving up on defense. No more than one-fourth of the Dueling score can be applied to Defense, and the Offense dice pool is increased by two dice beyond their normal pool. This maneuver allows you to use reactions and reactionary maneuvers freely, so long as they are not defensive in nature.

Defensive Attack

This maneuver allows the duelist to focus their efforts on defense without fully giving up on offense. No more than one-fourth of the Dueling score can be applied to Offense, and the Defense dice pool is increased by two dice beyond their normal pool. This maneuver allows you to use reactions and reactionary maneuvers freely, so long as they are not hostile; in addition, you can assign your own Defense dice to allies within the duel.

Evaluate

This maneuver limits the duelist to one half of their normal Dueling pool of dice; however, it allows them to prepare for the future, gaining a bonus on the following round of the duel. They can assign their pool of dice to offense or defense freely. This maneuver allows you to use reactions and reactionary maneuvers freely; in addition, you can assign your own Defense dice to allies within the duel.

Feint

This maneuver allows the duelist to fake-out the offending duelists, granting you an advantage against those that fail against your feint test. Make a Deception check opposed by the hostile duelists Insight or Martial checks. For those that failed against your feint, they reduce their Defense dice pool by one-half of its value. For those that pass, they are unaffected by your feint, and gain an additional two Offense dice to their dice pool that can only be used against you. This maneuver allows you to use reactions and reactionary maneuvers freely.

Dueling Reaction Maneuvers

The following is a list of available maneuvers to participants of a duel that can be used at any point in a duel so long as the participant chose a maneuver that allows reactionary maneuvers, they have a variety of effects, and can be used even during an opposing duelists turn.

Dueling Counter

A dueling counter is a reaction that can be taken only during a duel. To attempt a dueling counter, you must have taken a maneuver that allows reactionary maneuvers. This reaction is made in reaction to an opposing duelist attempting to cast a spell or use an ability that boosts their dueling statistics. When this reaction triggers, roll a number of d10s equal to your Proficiency bonus + one ability modifier of your choice, this is opposed by your opponents dice pool of the same type. If you achieve more success than your opponent they lose the benefit of their chosen spell or ability.

Dueling Dodge

A dueling dodge is a reaction that can be taken only during a duel. To attempt a dueling dodge, you must have taken a maneuver that allows reactionary maneuvers. This reaction is made in reaction to an opposing duelist assigning Offense dice to you. When you activate this reaction, you can transfer some of your Offensive dice to your Defense, for each dice transferred, you gain an additional Defensive dice to your Defensive dice pool. Should you still be hit by the opposing duelist you suffer double the normal amount of vigor damage.

Dueling Parry

A dueling parry is a reaction that can be taken only during a duel. To attempt a dueling parry, you must have taken a maneuver that allows reactionary maneuvers. This reaction is made in reaction to an opposing duelist assigning Offense dice to you. When you activate this reaction, you can transfer some of your Offensive dice to your Defense, for each dice transferred, you gain an additional Offense dice that is then assigned to the attacking creature. Should you still be hit by the opposing duelist you negate any Offensive dice that you would gain from this reaction.

Dueling Reaction Attack

A dueling reaction attack is a reaction that can be taken only during a duel. To attempt a dueling reaction attack, you must have taken a maneuver that allows reactionary maneuvers. This reaction is made in reaction to an opposing duelist provoking an attack of opportunity against you. When this reaction triggers, roll a number of d10s equal to your current Dueling Attack dice pool, this is opposed by your opponents current Dueling Defense dice pool + their base Defense dice pool. If you achieve more successes than your opponent they are subject to vigor loss as if they were hit by an attack maneuver.

Dueling Resolve

A dueling resolve is a reaction that can be taken only during a duel. To attempt a dueling resolve, you must have taken a maneuver that allows reactionary maneuvers. This reaction is made in reaction to being reduced to 0 Vigor. When you activate this reaction, you roll your standard Defensive dice pool, if you achieve two successes you are instead left at 1 Vigor. Each additional use of this ability in a duel increases the required number of success to succeed by two.

Additional Modifiers

The following is a list of available modifiers that participants of a duel can use or gain based upon their class features or other abilities they possess. They have a variety of effects.

Action Surge

On your turn, you can reduce your current Vigor by 1 to gain an additional number of Dueling dice to your dice pool equal to one-half of your normal Dueling dice pool for the round.

Aura of Protection

Yourself and two allies of your choice, gain an additional two Defensive dice. When the range of this aura increases, you can target an additional two allies.

Bardic Inspiration

On your turn, you can grant an additional dice to the Dueling dice pool of one ally in the duel, this dice is held until used and can be assigned at anypoint during the duel. For each time the dice of the bardic inspiration increases in size, the number of additional dice added to the Dueling dice pool is increased by one.

Brutal Critical

Whenever you roll a critical success on an offensive dice, you gain three successes instead of two.

Channel Divinity

Using your channel divinity on your turn, you gain three additional dice that can be assigned to either your Offensive or Defensive dice pool.

Countercharm

As a dueling reaction, you can negate any Bardic Inspiration dice that an opposing duelist is benefit from. To do so, you and the bard that provided the inspiration must roll off agaisnt each other, using your base Defensive dice pool, if you win, the Bardic Inspiration dice benefiting the opposing dice are lost, if you lose, nothing happens, except you lose a use of your Bardic Inspiration.

Danger Sense

Whenever you are subject to an Additional Modifier that is based off of Dexterity saving throws, you gain an additional two dice to your Defensive dice pool against that modifier.

Divine Smite

On your turn, you can enhance one set of Offensive dice to be a divine smite by spending a spell slot. If you do so, increase the Offensive dice of that attack by the level of the spell slot.

Eldritch Blast

For each extra attack granted by this cantrip that you cast, you gain an additional two Offensive dice to your dice pool.

Empowered Spell

Whenever you cast a spell that has been empowered, you gain an additional two Offensive dice.

Evasion

Whenever you are subject to an Additional Modifier that is based off of Dexterity saving throws, you gain an additional two dice to your Defensive dice pool against that modifier.

Extra Attack

For each extra attack that you possess, you gain an additional two Offensive dice to your dice pool.

Favored Enemy

Whenever you target a creature that falls under your Favored Enemy ability, you gain an additional two Offensive dice against that creature, and gain an additional two Defensive dice when defending against that creature.

Fighter Extra Attack

Your bonus dice gained from the extra attack feature are applied to your Dueling dice pool instead of your Offense dice pool.

Flash of Genius

Whenever you attempt an Evaluate, Feint, or Dueling Parry maneuver you gain an additional two dice to your dice pool.

Flurry of Blows

On your turn, you can use this ability to grant yourself an additional two Offensive dice to your dice pool.

Friendly Spellcasting

Spells that heal damage applies a buff, or restores a creature from a negative condition, you apply a number of defensive dice equal to the spells level to one allied duelist in the duel, you can select yourself in this case. If this spell is an area of effect spell, you can assign these bonus dice to an additional creature for every 10ft radius, 15ft cone, or 30ft line, or 10ft cube that the spell creates.

Heightened Spell

Whenever you cast a spell that has been heightened, your target loses two Defensive dice.

Hex

If you cast this spell, one opposing participant in the duel suffers an additional Offensive dice whenever you target them for the duration of the spell.

Hostile Spellcasting

Spells that deal damage, or cause negative conditions apply a number of offensive dice equal to the spells level to one opposing duelist in the duel. If this spell is an area of effect spell, you can assign these bonus dice to an additional creature for every 10ft radius, 15ft cone, or 30ft line, or 10ft cube that the spell creates.

Hunter's Mark

If you cast this spell, one opposing participant in the duel suffers an additional Offensive dice whenever you target them for the duration of the spell.

Improved Divine Smite

Whenever you use Divine Smite, you gain an additional Offensive dice.

Lay on Hands

On your turn, you can assign a number of additional Defensive dice to one ally or to yourself equal to your Proficiency bonus, these dice remain until used. Each time you use this ability, you lose 5 uses of this Lay on Hands.

Patient Defense

On your turn, you can use this ability to grant yourself an additional two Defensive dice to your dice pool.

Rage

During a round you can choose to activate your rage, gaining one of two benefits, you can either increase your Defensive dice pool, causing any roll of five or higher to be a success. Alternatively you can do the same for your Offensive dice pool.

Reckless Attack

You can reduce your Defensive dice pool by two for the round to increase your Offensive dice pool by four.

Relentless Rage

You gain an additional four dice to your dice pool when attempting a Dueling Resolve reaction.

Sneak Attack

Whenever you and one ally target the same opposing participant in the duel, you gain an additional number of Offensive dice equal to your Proficiency bonus. If you target a creature that would otherwise be affected by your Sneak attack, you gain this benefit regardless whether or not your target is being attacked by an ally at the same time as yourself. Regardless on how you achieve your Sneak Attack, you must beat the opposing participant in contested Dueling dice test.

Step of the Wind

When you take the Dueling Dodge or Dueling Parry maneuver, you gain an additional two dice to your dice pool.

Stunning Strike

On your turn, you can enhance one set of Offensive dice to be a stunning strike by spending a point of Ki. If you do so, make an opposed Dueling Dice test against the target, if you succeed your target is stunned per the Dueling Conditions listed below.

Twinned Spell

Whenever you cast a spell that has been Twinned, you can apply the bonus dice from the spell to one additional target.

Wild Shape

You gain an additional amount of Vigor equal to 1 Vigor for a CR 1/4th or 1/2th, 2 Vigor for a CR 1 or 2, 3 Vigor for a CR 2 or 3, 4 Vigor for a CR 4 or 5, and 5 Vigor for a CR 6.

Dueling Conditions

Blinded

A blinded duelist reduces their Defensive dice pool by one.

Charmed

A charmed duelist considers its allies as foes and its foes as allies for the duration of the Charmed effect.

Deafened

A deafened duelist cannot benefit from ally based effects.

Frightened

A frightened duelist must roll a seven or higher when attacking the subject of their fear to achieve a success.

Grappled

A grappled duelist can only assign Offensive dice to the creature that has them grappled.

Paralyzed

A paralyzed duelist reduces all Defensive and Offensive dice they have and all that are assigned by half, they are critically hit on a 8 or higher and hit on a four or higher.

Poisoned

A poisoned duelist must roll a seven or higher to achieve a success.

Restrained

A restrained duelist can only assign Offensive dice to the creature that has them grappled, and reduce their Defensive dice pool by half.

Stunned

A stunned duelist reduces all Defensive and Offensive dice they have by half.

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