Dueling

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A few months ago, I posted about using a game I call shambles to adjudicate opposed checks. I’ve refined the idea for specific instances I call dueling. I created this mechanic for a role-playing game aimed at children, where combat is second to problem-solving and you either have a skill (such as dueling) or you don’t.

Dueling is a dice game in which two players try to defeat each other with higher rolls to get a point. Use coins or other tokens to keep track of points.

  • Each player rolls 1d6. If a character has dueling skill, the player rolls 1d8 instead.
  • The winner gets a point. If they tie, neither gets a point.
  • The winner of the duel is the first to get three points.

If you like, you can characterize this as fighting an actual sword duel. It can also be a wizards’ spell duel, bards’ song battle, riddle battle, legal argument, or other battle of wits. This is a good way to settle a dispute or other conflict.

The Dice Tell the Story

The values on the dice help tell the story.

  • On a roll of 4 or higher, you are on the offensive.
  • On a 3 or less, you are on the defensive. If both are defensive, the characters are cautious and feeling each other out. (But one may still score.)
  • If the rolls are equal, you clash and trade blows equally. (In swordplay, you come together and then push apart dramatically.)
  • Whichever combatant has the higher roll wins a point.

For my childrens’ RPG, when a character gets three points, the other character takes one injury. This becomes an opportunity to end the fight due to wounds, running away, or surrendering. A character who surrenders must be spared but typically must give their treasure to the other or do what the other wants.

Heroic Deeds

Try to introduce fun, swashbuckling elements. Generally, anytime you roll a 6, 7, or 8, you do something heroic. Use the opponent’s roll to determine the nature of the heroic deed.

Sword-fights and Similar Combat

OpponentSword-fighting Heroism
1You swing from a chandelier or leap from a high place and land on your opponent. 2 points!
2You bonk the opponent on the head with something. 1 point & +1 on next roll.
3You throw something to confuse the opponent. 1 point & +1 on next roll.
4You spin around to dodge and then slash. 1 point.
5You trade blows while battling up and down a flight of stairs or hill, and you get the upper hand. 1 point.
6-8You trade blows while leaping from table to table or rock to rock or dodging around furnishings or trees/rocks, the higher roll getting the better of the other for 1 point.

Sorcery Duels

OpponentSpell Duel Heroism
1Your spell’s power knocks your opponent down. 2 points!
2You get the upper hand, damaging your opponent slightly. +1 on next roll.
3Your sorcery forces your opponent back 5 feet, doing slight damage. 1 point & +1 on next roll.
4You hop up on a table or other platform, whipping your spell force masterfully. 1 point.
5Your sorcery encircles your opponent, nearly blinding them. 1 point.
6-8You and your opponent thrash spell energy back and forth, the higher roll getting the better of the other for 1 point.

Wrestling & Brawling Duels

OpponentWrestling & Brawling Duel Heroism
1You swing from a chandelier or leap from a high place and land on your opponent. 2 points!
2You bonk the opponent on the head with something. 1 point & +1 on next roll.
3You throw something to confuse the opponent. 1 point & +1 on next roll.
4You spin around, dodge, then shove back/punch. 1 point.
5You grapple/trade blows while circling each other, but you get the upper hand. 1 point.
6-9You grapple/trade blows furiously all around the space, the higher roll getting the better of the other for 1 point.

Arguments & other Battles of Wits

OpponentBattle of Wits Heroism
1Your audience erupts in applause at your brilliance. 2 points!
2Your audience cheers your display of wit. 1 point & +1 on next roll.
3You dazzle your audience and baffle your opponent. 1 point & +1 on next roll.
4You land a solid point that silences your opponent. 1 point.
5You make a clear point that has your audience buzzing. 1 point.
6-8You and your opponent trade impressive, rapid-fire jabs, the higher roll getting the better of the other for 1 point.

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