Lethal Fencing Duel

Karla and her Gladiators

2022-09-15 20:03

The following rules are for a scene where two evenly matched, skilled(!) fencers meet in lethal duel. If it is foils, rapiers or light sabers does not matter as long as the weapons are sharp and meant for actual combat. No armor is worn, the actual attire is up to the players and their scene. As two skilled fencers face another, the first attack to break through the others guard may very well be fatal.

These rules are based on the 1-on-1 Gladiatorial Melee Rules (see link below), but emphasize a higher guard, a quick death as soon as guard is down, higher guard recovery and a few optional rules tailored to fencing scenes.

THERE IS NO NEED TO READ “GLADIATORIAL MELEE” to use these fencing rules here, as they are self-contained. The link is only provided as a reference

https://venus.chatfighters.com/forums/1_vs_1_Lethal_Gladiatorial_Melee

OPTIONAL RULES are a bit more complex, but offer additional “brain fodder” in regard to the mechanics. At first, it might be better to play without them until both players have a feeling how the basic rules work out.

= = =

SET COMMANDS for the start of the fight
!set Hitpoints 9
!set Guard 20/30

ACTION COMMANDS for the fight itself
!recover guard 1d8
!attack (60% success chance; deals 2d6 damage)
!quick (75% success chance, deals 2d3 damage) !POSSIBLE SPECIAL RULES!

!hold (for „Corps-a-Corps“) !SPECIAL RULES!
!escape (for „Corps-a-Corps“) !SPECIAL RULES!
!reverse (for „Corps-a-Corps“ or „Riposte“) !SPECIAL RULES!
!damage (see special rules) !SPECIAL RULES!

= = =

After the scene has been agreed upon and set, a !coin flip decides how goes first.

On the own turn, a fighter chooses the own approach for the turn, to be mechanically reflected by two Action Commands from the selection given above. It is legit to executed one Action Command twice instead of using two different ones.

First the active fighter describes the own move/approach in the form of an attempt. Then, the first Action Command of choice is executed, followed by the other and the turn ends. In case of a successful attack, the other play describes the impact of the effect on the own fighter first, otherwise how the attacks are dodged, blocked or deflected. The the fighters describes and executes the own actions, as explained above.

This goes back and forth till one fighter is reduced to zero hitpoints (the player describes the death scene of the own fighter then).

ATTACKS, GUARD and RECOVERY
#As long as the Guard stat of a fighter is above zero, all attacks must be aimed at the Guard stat to break it down and overcome it. The impact of a successful attack against the Guard stat that does not reduce it to zero should be described as dodged, deflected or blocked BUT include how it puts the own fighter into trouble: the blade was barely averted, there was an unintended step or a brief stumbling, the tip ending up lower or how gabs open up in the own guard. An unsuccessful attack against the Guard stat may be described as easily/skillfully parried or dodged.

The own guard may be raised again during the own turn with the !Recover action. Each fighter thereby chooses each turn how much care is given to defense in the own fighting style (2 actions, 1 or none). Not setting the Guard stat to maximum at start of the duel is a design decision: a fighter may hold back at first or charge aggressively right from start according to the own choice of Action commands.

#When the Guard stat is reduced to zero or below, attacks go against the hitpoints (by using the basic !attack or !quick options without stating the Guard as the target). If a fighter uses two offensive actions in the own turn and the first reduces the guard to zero, the second will be aimed at the hitpoints. Hitpoint loss are actual wounds that may not be recovered from during the fight, and will quickly lead to the death of a fighter.

GETTING PAST THE GUARD
When the damage of an attack against the guard has a result HIGHER than the now remaining Guard stat, the next attack in this turn (if there is one left) may be aimed at hitpoints instead.

SPECIAL RULE: QUICK ATTACK
If -any- !quick attacks are to be used during the own turn, the FIRST ACTION COMMAND EXECUTED must be a quick attack. This rule is only important if the optional rules for COPRS-A-CORPS or RIPOSTE are used. Otherwise, it may be ignored

OPTINAL RULE: COPRS-A-CORPS
If the last Action command of the opponent was a failed(!) attack (quick or otherwise), the player may start the own turn with a !HOLD action to have the own fighter attempt to trap the other in a bodily struggle with the weapons crossed between them. If successful, the fighter initiates CORPS-A-CORPS (as this is called) and the own turn ends (perhaps with some further in-character gloating or other scenic roleplay. Perhaps even a kiss?). A power struggle begins between the fighters, it now becomes the trapped players turn.

The „trapped“ player now only has two choices. !Escape or !Reverse.
A successful !Escape means the fighter breaks out of the situation, but the turn ends.
A successful !Reverse means that the trapped play pushed the other away and now has THREE action commands in the current turn.

Otherwise, the turn ends with the „trapping“ fighter winning the struggle and pushing the trapped fighter away. The „trapping“ player now has THREE action commands before the turn ends.

OPTIONAL RULE: RIPOSTE
If the opponents turn ends with an unsuccessful attack (quick or otherwise), the player may start the choose a „!reverse“ action to attempt a riposte. If successful, the riposte will deal !damage as a standard attack but not count against the number of possible actions for the turn. If unsuccessful, it does count against the number of possible actions for the turn.