Duel Management
Duels
Each duelist will have to choose a style that is available. There are 3 skills that complement each style by providing extra tactics for each level of the skill. Ambidextrous allow the use of dual-wield style which is basically fighting with two weapons. Strong allows the use of two-handed fighting, meaning halberds and two-handed heavy weapons. Precise allows single-handed fighting with spears and swords and other single handed weapons.
If they do not have any of the skills, there will be 3 normal tactics available to all duelist.
Note: There are 10 traits that affect duels.
Duel stats
HP: Hit points, when this reaches 0, duelist is defeated. Certain tactics can actually bring this down to 0 in one swoop. MIG x 10
Hit: Mesures the duelists ability to hit his opponent. It is compared against the opponent's hit score. Base is 50 (basically if both
combattants have same hit score). It is based off MIG primarily with a lesser extent CHA. Under 5% is ALWAYS a hit, over 95% always a miss. Some tactics allow auto hits for yourself or sometimes for your opponent. Formula is 50 + ((MIGx2 + CHA + Tactic Mods) - (Opponent's MIGx2 + CHA + Tactic Mods)) / 2.
Damage: At its base, damage is set as MIG. Some randomness is added based on MIG as well as tactics that can sometimes add to it for that round OR the whole duel.
Tactic: Basically chance of tactics succeeding. Any tactic that cancels another always works (no roll). Tactics used stamina, if you do not have enough, tactic is canceled and replaced with a 'rest' option. Each style tactic has its own Tactic % chance based on specific stats while normal tactics available to all are based off MIG and JUD of the one trying to execute VS MIG of opponent.
Non duel skill tactics (those that do not require a skill to use) is MIG + JUD vs Opponent's MIG
Ambidextrous (dual handed) is ING + MIG vs Opponent's COM
Precise (1 handed) is JUD+COM vs Opponent's ING
Strong (2 handed) is MIG+JUD vs Opponent's CHA
Stamina: Allows use of tactics. Based off MIG and JUD. If reaches 0, cancels tactic and replenishes 25 stamina
Speed: Determines who hits first, if same speed, it's coin toss. Based off MIG and ING.
Recuperation: Determines how much stamina you get back end of round. Also based off MIG and JUD.
Escape, capture and death: When an officer is defeated, he first gets a death roll. 3% chance plus any tactic effects. If he survives, there is a capture check. This is based off MIG, COM and ING plus whatever capture effects from tactics. It is then compared to the fallen duelist's escape score based off MIG, JUD and CHA. Like with the hit mechanic, base chance is 50 + the difference.
There are basically 10 rounds, if none of the participant fall below 0, it' a draw with no capture / escape / chance of death effects.
Tool tutorial
Statistics and skills will be on the side that has a green background behind the name (Fei Lai in the picture below). All you have to do on the first page is choose a style. Anyone can choose any style but without the skill associated to it, you won't have access to the tactics they grant, only the default tactics.
On the next page, you set your tactics for each round. A box on the right shows you if you have some saved already, what you save would overwrite those.
--- In red are concepts introduced in V7