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How to Handle a Joust

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Spectator Stands

These are plain wooden benches for the common spectators, rising like bleachers at a ballpark.

Viewing Boxes

These are sheltered viewing boxes and rich pavilions for the pleasure of the noble and wealthy spectators. HOW TO HANDLE A JOUST

In a traditional joust, two knights on horseback (or in this case, a paladin and a mounted, armored PC) charge each other with blunted lances, separated by a rail that divides two parallel tracks. When they meet in the middle, they clash with great momentum and force, then continue down the track on their side of the rail. They repeat the process until one rider yields or is knocked from the saddle. Initiative isn’t necessary; during each pass, each character makes an attack with the blunted lance, and the results of both attacks are resolved simultaneously. Make the attack roll normally; if it hits, the attacker can also attempt to unhorse the opposing rider (treat as a trip attack) or make a sunder attempt against the enemy’s weapon or shield. Neither the trip nor the

sunder attempt provokes an attack of opportunity. A successful blow deals lance damage (doubled because both riders are charging), but it’s nonlethal. A character with the Ride-By Attack feat gains a +4 bonus on attack rolls during a joust. The following simple rules can add verisimilitude to the contest. A joust is run in a series of contact passes (usually three or four), and a contestant scores points according to the quality of the strike. After the prescribed number of passes, the high scorer is the winner; one or more additional passes might be run to break ties. The full rules for jousting can be quite detailed, involving exact locations of strikes, but these are not necessary to simulate the contest. See the Complete Warrior supplement, page 130, for more details on jousting. Points Awarded

1 Point: A hit that merely glances off the opponent’s shield. In game terms, this would be an attack that misses only because of the shield’s armor bonus (including enhancements, if any). 2 Points: A hit that lands solidly but is not followed by a successful trip or sunder attempt. 3 Points: A hit that lands solidly and results in a dismount or a broken weapon or shield. Points Deducted

1 Point: Failing to present the shield. In game terms, this is represented by using Dodge, Combat

Expertise, or similar tactical maneuvers to increase

Armor Class. 1 Point: Dropping the lance during the pass except for safety reasons (in other words, not making an attack roll). 1 Point: Misconduct (such as abusing the opponent or foul language) or dangerous or reckless behavior (sweeping the lance, removing the helmet, and so forth). Disqualification

Serious breaches of the rules mean an immediate end to the contest. Three instances of misconduct or recklessness result in ejection. Deliberate attacks against an unarmed or unprepared opponent, or against the opponent’s mount, are also cause for disqualifi cation and perhaps criminal or civil charges, depending on the severity of the offense.

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