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- Quick and dirty rules:
- Nobody roles for initiative. Jousting attacks take place at the same time per turn.
- If someone takes 8+ damage from an attack, they must make a standard save or take 1d2 additional damage.
- Only a single attack with the lance can be made per round. No all out attacks.
- Instead of attacking, characters may choose to parry with a shield. Bat ponies and pegasus get +2 AC while others get +1.
- If an attack that would have normally hit the character without the parry attempt misses, the attacker's lance takes 1d6 damage.
- Lances have 6 HP and for the purposes of the tournament deal 1d6 damage, until broken, where they deal 1d3 instead.
- If an attacker scores a natural critical hit while the defender is parrying, the shield is broken, and the defender takes damage as normal, except without the double damage critical bonus.
- The earth pony +2 to hit doesn't apply during tournament rules. What they, and unicorns get are something different.
- Earth ponies and zebras can get +2 damage by dropping their AC by 2 for the round.
- Unicorns can get +1 to-hit by dropping their AC by 2 for the round. Or +1 damage.
- Pegasus get a flat +1 AC instead of their usual +2.
- Shields may be targeted instead of the defender. Shields have an AC of 10 and 4 HP.
- Players may also decide to break the other person's lance, though the AC to do is is 14. A natural critical by either side breaks the opponent's lance, so a person targeting another's lance might get theirs broken instead. Deal normal damage to the lance if struck successfully, and the attacker's lance takes half damage (rounded down).
- Since there is no initiative phase, both players must declare what they are doing before they roll for their attack. You may either attack or parry during a round, and if you're doing a special attack, must declare it before rolling.
- As usual, no magic missile, flying, etc. Just a straight up 1v1 where called shots can still be used.
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