The Alternative duelling methods thread

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Kitsu Moshumaru
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Joined: Thu Jul 22, 2021 5:17 pm

The Alternative duelling methods thread

Post by Kitsu Moshumaru » Fri Sep 10, 2021 12:46 pm

So.

We mentioned how some of us disliked duelling, and each had our own alternatives in the making. Here's the start of mine.
Initiative is as normal - roll your ring of choice + meditation, adding focus. No strife is bet yet, however.

Each round, called the focus phase, players can choose to either raise, call or move.
If you raise, you add 1 to your strife + however much you wish to raise your Initiative by - this remains a secret.
Call forces you and your opponent to attack, revealing their initiatives at the current time. You both strike in initiative order - this'll be covered more in the strike phase.
Move means you move to strike your opponent, revealing initiatives at the current time, and again moving to the strike phase.
You can also Bust - If you ever cap strife, your opponent gets a free chance to hit you before you hit them, but this can become a kharmic strike.

In the strike phase, you choose one stance - however, there's now an elemental cycle. Water beats Fire beats Air beats Earth beats Water, giving you bonus die to your strike. Void can also be selected, but it cannot beat or be beat. Ignore stance effects.
If you Move while your opponent Raises, you gain bonus initiative.
If you Call while your opponent Raises, your opponent suffers strife.
If you Call while your opponent Moves, you gain bonus dice.

You each roll stance ring + weapon type of choice vs TN2(or 3 in air, maybe?).
Strikes can be turned into crits, but by default don't need to be to score a victory.
To add:

-Affect of Iaijutsu techniques
-Deciding on stance effects
-Specifics of Kharmic strikes
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