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FTDD4
FTDD4
FTDD4
Duel Sequence
CLOSE range: if 5’ or less apart, the duelist
wielding a shorter weapon has INITIATIVE QUICK actions: trigger special effects,
If a DUEL is initiated, the GM works with the
attacks, or maneuvers with a quick action.
PC to figure out the particulars. It’s best for
Duelists wielding weapons of equal length Also used to shake off conditions or effects.
the GM to describe this scene with a bit of
instead compare DEX score, like in COMBAT.
narrative gravitas, calling out the duelists’
A tie of DEX score then compares level. If all
relative positions, what weapons they have
else fails the GM determines initiative.
REPEAT UNTIL DEFEAT
drawn, and the general layout of the battle.
After each duelist has taken their turn, a
The GM is responsible for keeping track of
It’s important to clarify the starting RANGE new round begins and the process repeats.
initiative. It is often easiest to track with an
and what weapons are drawn. Duelists hit with an attack take DAMAGE, just
icon or card. Initiative can’t change within
like in COMBAT. A duelist that surrenders,
a round; any effects that change initiative
• REACH range: farther than 5’ apart reaches 0 HP, or is somehow otherwise
occur in Step 7 (re-evaluating the situation).
• CLOSE range: 5’ or less apart incapacitated is DEFEATED and the duel ends.