FTDD4

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3

DECLARING A DUEL INITIATIVE FIRST & SECOND TURN


A PC can declare their intent to duel an The duelist who holds INITIATIVE acts first, Each duelist gets one turn per round of a
enemy at any time before or during battle. sets the pace, and can execute certain duel, and one turn consists of three actions.
If the GM approves, the two combatants are MANEUVERS that confound their opponent. This is identical to COMBAT. Details of each
engaged in duel-specific turn order. GMs action and action type are on pgs. 4-5.
may also declare a duel replaces COMBAT if it Each weapon has a LENGTH, a number which
makes sense in the narrative or game’s pace. represents how long and wieldy it is. Higher ACTIVE actions: the most significant type
is longer, which is advantageous in DUELS of action, usually reserved for attacks or
fought farther apart (and vice versa). If two high-impact events. Usually, any time a PC
THE SITUATION weapons are wielded, use the longer. rolls a d20 is considered an ACTIVE action.
A duel can’t begin if the combatants aren’t
REACH range: if more than 5’ apart, the MOVE actions: try to change range or put
aware and ready to fight one another. Battle
duelist with a longer weapon has INITIATIVE yourself into a superior position. Sometimes
situations over a larger field that require
these actions require a check.
checks or tactics are better left as COMBAT.

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.

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