The lance charge | - | - | - | - |
Jousting (OD&D) | - | - | - | Dragon 118 |
When words such as “cavalier”
or “chiv-
alry” are mentioned, most
gamers conjure
up a mental image of armored
knights
jousting in a grand medieval
tournament.
Although the cavalier class
is now an
official part of the AD&D®
game, jousting
is an area of combat not
clearly defined by
the official rules. In this
article, jousting
combat and tournament jousting
are
described.
This article is not historical
essay. In
some cases, strict historical
accuracy is
sacrificed for the sake
of game balance
and playability. Those wishing
to know
more about medieval tournaments
and
knighthood can look for
some of the books
mentioned at the end of
this article. Foot-
notes are provided to cite
the sources of
some of the ideas presented,
both to sat-
isfy the curiosity of the
readers and the
nit-picking of the editors.
[Thanks. — The
editors]
These jousting suggestions
describe two
events not specifically
covered by the
existing combat rules of
the Dungeon
Masters Guide: the possibility
of a knight
being unhorsed by the lance
charge and
the probability of the lance
being broken
or “shivered” when it strikes
an armored
knight. Both events are
handled by saving
throws of differing complexity.
The com-
plexity of either saving
throw is up to the
DM’s desire for “game realism.”
Various
modifiers are suggested
that may be ap-
plied to the saving throws;
which modi-
fiers are actually used
is up to each DM.
The example provided below
uses a num-
ber of modifiers to illustrate
the joust at a
moderate degree of complexity.
The exam-
ple takes the reader step
by step through
jousting combat, to make
the details clear
to the reader.
The lance charge
The charging rules that apply
to the
joust are discussed on page
66 of the
DMG. These lance-charge
rules are sum-
marized and expanded upon
below.
No dexterity bonus to armor
class is
allowed for a charging knight.
If a knight
has no dexterity bonus,
then the knight
charges at one armor class
worse (e.g.,
AC 0 becomes AC 1).
A charging knight is +2
to hit for the
attack at the end of the
charge. The longer
lance always strikes first.
If lance lengths
are equal, then the attacks
occur simulta-
neously. All damage rolls
and saving
throws vs. unhorsing and
vs. shivering
also take place simultaneously.
A lance does double damage
at the end
of a charge attack. A pike,
spear, and
certain pole arms score
double damage
when set to receive a charging
knight (see
the footnotes on page 27
of Unearthed
Arcana to see which weapons
cause dou-
ble damage for a charge).
A charging horse moves at
a rate 50%
greater than its base movement
rate.
Unless the horse can accelerate
up to
charging speed, no charge
bonuses for the
“to hit” roll or lance damage
are gained.
Terrain may prevent a horse
from moving
at charging speed. Only
firm, level ground
is suitable for the joust.
Rocky ground,
overgrown plants or brush,
marshy or
muddy turf, or shifting
sand may prevent
a horse from charging. If
the terrain is
hazardous or unsafe, the
horse must make
a saving throw vs. petrification
to avoid
falling if the horse tries
to charge. If the
horse falls, both horse
and rider take 1d6
hp of damage in the mishap.
Only one charge every 10
rounds is
possible in combat. The
horse must be
allowed to rest or be limited
to non-
running movement during
the intervening
nine rounds. Otherwise,
the horse is un-
able to charge again in
the 10th round.
In the controlled environment
of the
tourney joust, it is suggested
that a DM
allow the horse to charge
once every three
rounds, provided the horse
is allowed to
rest completely between
each charge and
can rest for at least three
turns between
each jousting match. The
suggested addi-
tion applies to the civilized
tournament
conditions only and not
to actual combat
or fierce jousting matches
not rigidly
controlled by tourney judges.
Any civilized
tournament joust that degenerates
into
true combat must abide by
the “one
charge per turn” restriction
of the official
rules.
Cavalier’s bonuses
The cavalier gains some impressive
bonuses in the joust. A
cavalier gains a “to
hit” bonus with the lance,
starting at +1
at 1st level and increasing
by +1 every six
levels. A cavalier also
attacks at one level
higher when mounted. A cavalier
gains a
damage bonus of +1 with
the lance for
every level of experience.
Strength and
magic bonuses may also accrue.
A typical knight, such as
a 6th-level
cavalier with 17 strength,
would be +4 “to
hit” with the lance charge.
The cavalier
would gain a +2 charge bonus,
+1 bonus
due to lance skill at 6th
level, and +1 for
the 17 strength. A 13th-level
cavalier with
18/00 strength would gain
+3 bonuses for
both lance skill and strength,
and would
be +8 “to hit,” even without
the benefit of
magic.
A cavalier can do tremendous
damage
with the lance. The lance
charge inflicts
double lance damage, and
the cavalier
damage and strength bonus
also apply.
Totalling up these bonuses,
a 6th-level
cavalier with 17 strength
would do:
(2 × (2d4 + 1)) +
6 + 1 = 13 to 25 hp of
damage.
Obviously, the lance charge
is a deadly
attack form, even at low
to middle levels.
A high-level cavalier with
a girdle of giant
strength and a rod of lordly
might is a
“Monty Haul” player’s dream
in this
respect.
Because of the many attack
bonuses that
may be applied, a DM may
choose to ig-
nore the weapon-versus-armor
class bonus
of the heavy horse lance.
The +4 bonus of
a heavy horse lance vs.
plate armor (see
Unearthed Arcana, page 27),
combined
with the aforementioned
bonuses, might
make the cavalier’s lance
charge too pow-
erful for many campaigns.
A DM inter-
ested in maintaining game
balance might
wish to moderate the great
power of the
lance charge.
The lance
Lances used in the joust
come in a vari-
ety of styles. To reduce
the chance of a
serious injury in a medieval
tournament,
the lance’s spear point
was replaced by a
blunt head called a coronel
or cronel.
Hollow or very fragile lances
were used in
the courteous 15th and 16th
century tour-
nament pageants, usually
in the opening
charge of a general melee¹
(see below).
Naturally, a fragile lance
would always
have a blunt head.
Blunted and fragile lances
do reduced
damage in the jousts, as
the table below
illustrates. Blunted and
fragile lances
never gain any weapon-versus-armor
class
bonus, since they lack a
spear point. If a
weapon-versus-AC modifier
is routinely
used by the DM, then a blunted
lance is
treated at -4 “to hit” vs.
hard armor (AC 5
or better), in addition
to the listed modifier
of the “Armor
Class Adjustments” table
(Unearthed Arcana, page
27). In this way,
the +4 bonus of a heavy
horse lance vs.
plate armor is cancelled
out. If the
weapon-versus-AC modifier
is not used in
lance combat, then the blunted
lance
penalty is ignored and the
lance attack is
conducted normally.
Table 1 illustrates the suggested
base
damage values for blunted
and fragile
lances for each size of
lance.
Table 1: Types of Lances
Lance Type | Length | Sharp | Blunt | Fragile |
Light horse | 10' | 1-6 | 1-2 | 1 |
Medium horse | 12' | 2-7 | 1-3 | 1-2 |
Heavy horse | 14' | 3-9 | 1-4 | 1-2 |
Any time a lance scores a
hit vs. a hard
target, the lance must make
a saving
throw to avoid shivering.
This “save vs.
shivering” is required whenever
the lance
scores a hit against a sturdy
shield or
metal armor of AC 5 or better
(chain mail
or stronger). This save
vs. shivering is
handled as a “save vs. crushing
blow” with
the lance treated as thin
wood (DMG, page 80).
Normally, a lance would need
to make a
saving throw roll of 13
or better to avoid
shivering. If the knight
struck by the lance
remains firm in the saddle
rather than
being unhorsed by the lance
charge (see
below), then the lance saves
vs. shivering
at -2.
A fragile lance automatically
shivers
when a hit is scored. When
a fragile lance
hits, it inflicts only the
doubled base dam-
age; no other damage bonuses
are applied.
Damage bonuses due to strength
or a
cavalier’s lance skill are
not applied, since
the fragile lance is unable
to inflict great
damage. The lance’s fragility
renders it
unable to transfer the kinetic
energy of
the collision to the knight
who is struck
(much like hitting a cowboy
actor over the
head with a prop bottle
made from sugar).
Thus, a fragile lance would
inflict 2-4 hp
of damage at most to a foe,
regardless of
the attacker’s strength
or lance skill.
A magic lance, even a simple
lance +1,
should be nearly impossible
to shiver in
the common joust. A save
vs. shivering roll
should be needed only for
an impact
greater than a normal jousting
collision,
perhaps when great magic
that increases
strength or total collision
damage is in-
volved. No magic-user would
bother creat-
ing a lance +2 if that lance
merely had a
+ 2 bonus to save vs. shivering
in a common joust.
Magic armor may impose a
penalty to
the lance’s save vs. shivering
if the lance
strikes magic armor or a
magic shield.
This penalty would be equal
to the nega-
tion of the armor’s total
magical plusses.
For instance, a lance that
strikes a foe
wearing +2 armor and a +2
shield would
suffer a penalty to the
save vs. shivering of
-4, since the magic of both
the shield and
the armor contribute to
the protection of
the knight from the lance.
Plate armor (field
plate or
full plate) can absorb
some of the <>
damage done by the lance
charge (see Unearthed Arcana, pages 75-76, 104).
For purposes of determining
plate armor
damage absorption, consider
a lance’s base
damage range to be a one-hit-die
attack,
and the double damage of
a lance charge
to be a two-hit-dice attack.
The blow from
a fragile lance, however,
is always consid-
ered to be a one-hit-die
attack.
Saving throw vs. unhorsing
Any time a knight is struck
by the lance
in a mounted charge, there
is the possibil-
ity that the knight will
be unhorsed by the
charge. Thus, any time a
hit is scored in
the joust, the knight struck
must make a
saving throw to avoid being
unhorsed.
Although this save could
be as simple as
any other saving throw in
the game, it is
more interesting to base
this save vs. un-
horsing on the character
abilities, skills,
and experience of the jousters.
The follow-
ing system uses various
modifiers that
affect the chance a knight
has to avoid
being overthrown by the
lance charge.
This system differs from
the unhorsing
rules on pages 99-100 of
Oriental Adven-
tures. As the lance charge
is such a power-
ful attack, any successful
hit has the
potential to unhorse a foe,
not just a “criti-
cal hit” as in Oriental
Adventures. Since
hits are so common in the
joust, the saving
throw for knights should
not be exces-
sively difficult. Just how
easy or difficult
the save vs. unhorsing should
be is a mat-
ter for each DM to decide.
As of yet, there is no provision
for cava-
liers and paladins to fill
proficiency slots
With horsemanship proficiency,
as samurai
are able to do. The western
knight’s save
vs. unhorsing is considered
a form of
horsemanship ability intrinsic
to the cava-
lier class. Cavaliers, paladins,
and certain
fighters are trained from
birth to learn to
avoid being overthrown in
the joust. Thus,
the save vs. unhorsing progression
natu-
rally improves steadily
as the knight
increases in level.
This system is restricted
to jousting
combat only and does not
apply to any
weapon other than the horse
lance. For
any other weapon used against
a mounted
In this system, a knight
who is struck by
foe, the system in Oriental
Adventures
the lance charge (referred
to as the
“defender”) must make a
saving
throw to
should be used
avoid being unhorsed. The
saving throw
progression used by the
DM should be a
fairly difficult one for
fighter classes, such
as the “save vs. rod” or
“save vs. spell”
categories. A few important
modifiers can
be applied to this saving
throw.
An alternate choice is to
use a form of
“horsemanship proficiency”
roll as used in
Oriental Adventures.
For western knights,
this save vs. unhorsing
progression starts
at 19 at 1st level and improves
by one for
every two levels gained
by the knight. For
instance, the saving throw
roll is 19 at 1st
to 2nd level, 18 at 3rd
to 4th level, 17 at
5th to 6th level, and so
on. This difficult
save vs. unhorsing progression
may be
used in the joust, along
with a fair number
of bonuses or penalties
to the save. The
same progression may be
used, at the
DM’s option, whenever a
horsemanship
proficiency roll is needed
by a knight. This
roll can be used by cavaliers
or paladins to
determine the chance of
success in a feat
of horsemanship, just as
samurai are able
to do, as described in Oriental
Adventures
on page 54.
Certain bonuses may be applied
to the
save vs. unhorsing roll
in the joust. These
bonuses to the defender’s
saving throw
are based on the knight’s
character abili-
ties, horsemanship skill,
and magic protec-
tion. The “attacker” who
strikes the
defender in the joust imposes
penalties to
the defender’s saving throw,
due to the
attacker’s strength and
possible use of a
magic lance. The attacker’s
penalties are
applied to the defender’s
normal save vs.
unhorsing roll to find the
final saving
throw the defender must
make to remain
in the saddle.
This system assumes that
jousting com-
bat is limited to cavaliers,
paladins, and
occasionally to other fighters.
Only cava-
liers, paladins, and those
fighters with
experience in mounted combat
are al-
lowed a save vs. unhorsing
roll in the
joust. Any character with
little or no expe-
rience or ability in mounted
combat will
avoid being unhorsed by
rolling a natural
20 only, with no bonuses
applied to the
roll, Those characters who
must roll a
natural 20 to save include
magic-users,
thieves, clerics, zero-level
characters, and
any others that the DM feels
would have
little chance of weathering
a powerful
lance charge.
Some suggested bonuses and
penalties to
the save are described below.
To be con-
sistent, bonuses are always
expressed as a
positive number and penalties
as a nega-
tive value. How many or
how few modi-
fiers a DM wishes to use
is a matter of
personal taste based on
the DM’s desire
for “realism.” A DM who
wishes a quick
and easy system should limit
the saving
throw to a few important
modifiers that
are applied to a fairly
difficult saving
throw. The DM who wants
to reflect the
skill and abilities of both
knights may
decide to use the full range
of the follow-
ing modifiers, and perhaps
some modifiers
of the DM’s own invention.
The DM should experiment
freely with
the system. The DM can tinker
with vari-
ous modifiers and saving
throw progres-
sions until a system that
seems most fair
and balanced is found. If
hits occur fre-
quently in the joust, then
an easier save vs.
unhorsing progression could
be used. Less
frequent lance hits may
warrant a more
difficult save. If bonuses
are heavily fa-
vored over penalties, then
a more difficult
save may be needed, such
as the save vs.
spell or the horsemanship
proficiency
progression. Fewer bonuses
may call for
an easier save, such as
the save vs. rods or
an even easier save.
Defender’s
bonuses
Defender’s strength — High
strength
helps a knight avoid being
overthrown by
the attacker’s lance charge.
The defender’s
hit probability bonus due
to high strength
is used as the bonus to
the defender’s save
vs. unhorsing. Thus, cavaliers
of strength
17/xx to 19/00 would gain
a bonus of + 1
to + 3 to the cavalier’s
save vs. unhorsing.
Defender’s dexterity — High
dexterity
helps a knight remain in
the saddle. The
knight’s reaction/attacking
adjustment
bonus is used as the defender’s
saving
throw bonus. Cavaliers of
dexterity 16/xx
to 18/xx gain a bonus of
+1 to +3 to the
save vs. unhorsing.
Horsemanship skill — Superior
horse-
manship grants a defender
a better chance
to avoid falling off the
mount. Cavaliers of
1st to 6th level gain a
bonus of +1. Cava-
liers of 7th level and higher
save at +2.
Other characters that are
deemed by the
DM to be superior horsemen
may be
granted a + 1 bonus to save
in the joust.
Any character given this
bonus by the DM
must have some experience
jousting. This
bonus does not apply to
barbarians, samu-
rai, or other oriental horsemen
with
horsemanship proficiency,
as jousting is
such an alien method of
combat to them.
Magical protection — Magic
armor worn
by a knight can provide
a bonus to the
save equal to the total
magical plusses of
the knight’s armor and shield.
The saving
throw bonus is applied to
the defender’s
chance to save, just as
bonuses are applied
to other saving throws that
may benefit
from magic armor (see page
81 of the
DMG).
Fragile lances — If a knight
is struck by
a fragile or hollow lance
rather than a
sturdy lance, then the save
is made at +4.
Females — Although female
fighters are
considered to be at a disadvantage
in most
melee situations, jousting
is one form of
combat where a case can
be made for a
slight female advantage.
Female knights
gain a +1 to save vs. unhorsing
due to
their low center of gravity.
A woman’s
center of gravity is located
in her hips,
while a man’s is higher
up in his abdomen.
As women have a smaller
percentage of
total body weight located
above the waist
compared to men, female
knights are less
likely to be knocked off-balance
by a lance
blow to the upper body.²
Attackers penalties
Attacker’s strength — An
attacker with
great strength who strikes
a lance blow
causes the defender to save
vs. being
unhorsed at a penalty. This
penalty is
equal to the negative of
the attacker’s hit
probability adjustment due
to high
strength. Characters of
strength 17/xx to
18/00 impose a penalty of
-1 to -3 to the
defender’s save vs. unhorsing.
Magic lances — Magic lances
impose a
penalty to the defender’s
chance to save.
This penalty is equal to
the negative of the
lance’s magical plus; for
example, a lance
+2 imposes a -2 penalty
to the
defender’s save.
Once the DM decides on the
applicable
modifiers and the proper
saving throw
progression, the save vs.
unhorsing data
can become part of a cavalier’s
permanent
character record. After
a cavalier charac-
ter has recorded his or
her save vs. un-
horsing roll and the attack
penalty that he
or she imposes upon the
opponent’s save,
the joust can be conducted
quickly.
Two abbreviations are used
to list the
total modifiers involved.
The defender’s
total bonus to the save
vs. unhorsing is
called the “DBU.” The DBU
can be consid-
ered analogous to the armor-class
adjust-
ment of a character. The
attackers total
penalty to the opponent’s
save vs. unhors-
ing is called the “APU.”
The APU is similar
to the “hit probability”
of a character.
If greater simplicity is
desired, the DM
could ignore the APU business
and simply
use a more difficult saving
throw progres-
sion, along with whatever
bonuses that
may be applied. If this
system seems con-
fusing right now, don’t
worry; an example
is provided below.
The fall
Any jouster who is overthrown
by the
lance charge takes an additional
1d4 hp
damage from the fall, due
to both the
height of the fall and the
awkward and
uncontrolled manner of the
fall. Any
knight reduced to zero or
fewer hit points
by the lance blow is automatically
un-
horsed, of course, with
no save vs.
unhorsing roll allowed.
If a knight is auto-
matically unhorsed, then
the additional
1d4 of damage may be ignored
by the DM,
as the small damage taken
in the fall
would be minor compared
to the critical
injury suffered by the knight.
If the knight
is wearing plate armor,
the armor may
absorb part of the falling
damage taken by
an unhorsed knight.
Combat example
Let’s take a look at an
example of a joust
that might be part of an
actual adventure,
using all of the ideas previously
discussed.
The elven warrior-maid Allycia
is travel-
ing with her retainers and
fellow party
members across the countryside
on a
quest. She encounters a
mounted warrior
guarding a bridge. He proclaims
that he is
Scud the Invincible and
challenges Allycia
to joust for right of passage
over the
bridge. No quarter is to
be given, and the
winner takes the goods of
the loser. Allycia
accepts the challenge.
The two characters are described
below.
Allycia
6th-level cavalier
Female high elf
Alignment: Neutral Good
Str: 17/87
Int: 13
Dex: 18/34
Wis: 12
Con: 16/43
Cha: 14
AC:-6(-2)
HP: 61
Possessions: full plate
armor, shield +2,
heavy horse lance, longsword
+1
Hit probability: +1 (strength)
+ 1 (lance
skill) +2 (charge bonus)
= +4
Damage Adjustment: + 1 (strength)
+ 6
(lance skill) = +7
THAC0: 14 - ( +4) = 10
Save vs. unhorsing adjustments:
DBU: +1 (strength)
+3 (dexterity) +1
(horsemanship) +1 (female)
+2 (magic
shield) = +8
Save vs. unhorsing: 17 -
( +8) = 9
APU: -1 (strength)
Scud the Invincible
8th-level fighter
Human male
Alignment: Neutral
Str: 18/59
Int: 8
Dex: 13
Wis: 10
Con: 17
Cha: 7
AC: 0 (1)
HP: 66
Possessions: plate mail
+1, shield +1,
heavy horse lance, battle
axe +2
Hit probability: +2 (strength)
+2
(charge bonus) = +4
Damage Adjustment: + 3 (strength)
THAC0: 13 - (+4) = 9
Save vs. unhorsing adjustments:
DBU: + 2 (strength) +0 (dexterity)
+0
(horsemanship) + 2 (magic
armor and
shield) = +4
Save vs. unhorsing: 16 -
(+4) = 12
APU: - 2 (strength)
Allycia is a cavalier, so
she gains advan-
tages that Scud does not.
She attacks at
one level higher when on
horseback. She
gains a cavalier’s lance
skill to her hit
probability, as well as
her normal +2
charge bonus. Her modified
chance to hit
AC 0 is 10 or better. Her
lance skill also
benefits her damage potential.
When Allycia charges, she
gains no
dexterity bonus to her armor
class. She is
thus AC -2 when she jousts.
Allycia gains defensive bonuses
to her
saving throw vs. unhorsing
(her DBU) for
her strength, dexterity,
horsemanship skill
at 6th level, female sex,
and her shield +2.
Using the horsemanship proficiency
pro-
gression, she needs to roll
a 17 to avoid
being unhorsed. With her
impressive DBU
of +8, she normally needs
to roll a 9 or
better to save vs. unhorsing.
Her strength
of 17/87 means that she
imposes an APU
penalty of -1 to Scuds save
vs. unhorsing
roll.
Scud gains no lance skill
or horseman-
ship bonuses, since he is
just a normal
fighter. His lack of dexterity
bonus makes
him one armor class worse
when he
charges.
Although Scud gains strength
and
charge bonuses for his chance
to hit Ally-
cia, he lacks any special
skill with the
lance. Thus, he needs to
roll a 9 or better
to hit AC 0, using the 5%
progression
suggested by the special
note on the bot-
tom of page 74 of the DMG.
Scud gains defensive bonuses
to his save
vs. unhorsing (his DBU)
for just his
strength, magic armor, and
magic shield.
As he is 8th level, he needs
to roll a 12 or
better to avoid being unhorsed.
His 18/59
strength gives him an APU
of -2, which
he applies to Allycia’s
save.
Allycia has a THAC0 of 10,
so she hits
Scuds AC 1 on a 9. Scud
hits Allycia’s
AC -2 on an 11 or better.
Allycia normally needs to
roll a 9 or
better to save vs. unhorsing.
Since Scud
imposes an APU penalty to
Allycia’s save,
she now saves on a 9 - (
-2) = 11 or
better. Scud normally saves
vs. unhorsing
on a roll of 12. Allycia
imposes her APU of
-1 to Scuds save, so Scud
now saves vs.
unhorsing on a roll of 12
- ( -1) = 13 or
better.
Both combatants are using
heavy horse
lances that inflict a base
2d4 + 1 damage.
The attacks occur simultaneously,
since
their lances are of equal
length. If both
knights hit, then all damage
and saving
throws occur simultaneously
as well.
Allycia rolls a 12 for her
attack die result
and hits Scud. At the same
time, Scud hits
Allycia with a roll of 16.
Since the lance charge inflicts
double
damage, Allycia’s damage
roll of 5 results
in (2 × 5) + 7 = 17
hp damage to Scud.
Scud now has 66 - 17 = 49
hit points.
Scud rolls an 8 for his
lance damage and
does (2 × 8) + 3 =
19 damage. Allycia’s
full plate armor absorbs
4 points of this
damage, since the double
damage of the
lance charge is considered
to be a 2 hit
dice attack. Allycia only
suffers 15 hp
damage; she now has 61 -
15 = 46 hit
points.
Allycia must roll her saving
throw to
avoid being unhorsed. She
rolls a 14 and
makes her save. Scud rolls
a 12 and is
overthrown by Allycia’s
charge. He rolls
1d4 of falling damage and
takes an addi-
tional 2 hp damage when
he crashes to the
ground. Scud now has 44
hit points.
Both knights must see if
their lances
have shivered. Allycia must
roll a 13 or
better for her lance to
avoid shivering. She
rolls a 7, so her lance
has shattered. Scud
must roll a 15 or better,
since Allycia re-
mained firm in the saddle.
Scud’s lance
holds with a roll of 18.
But Scud’s lance is
not nearly so useful when
he is flat on his
back.
Allycia rides up to Scud
carefully so
Scud cannot set his lance
— now a pike —
against her charge. She
asks Scud to yield,
but Scud grabs his battle
axe and attacks.
Allycia remains on horseback
so she can
still attack at one level
higher. Scud fights
fiercely, but he is no match
for Allycia’s
superior armor and dexterity.
Scud sur-
renders before he is slain.
Allycia claims
Scuds armor, weapons, and
horse, as is
her right of conquest.
The tournament
The tournament is undoubtedly
one of
the great highlights of
a knight’s life.
Amidst great feasting and
festivities, a
cavalier has the chance
to prove his or her
knightly skill, to gain
renown among both
peers and populace, and
to make a decent
wage. The tournament provides
excite-
ment, entertainment, and
ransom money
or prizes for a successful
knight.
In the tournament joust,
very strict rules
and customs are maintained
to insure fair
play and to reduce the chance
of serious
injury. The hosts and judges
use every
means possible to prevent
cheating, regu
late safety, and uphold
the chivalric code
of courtesy. Heralds keep
track of those
knights who enter and insure
that only
recognized and respected
knights com-
pete. Clerics and magic-users
use detection
and divination spells to
prevent cheating
or other foul deeds.
Very rigid rules of conduct
are enforced
in tournament jousting.
Foul blows or
cheating are penalized.
Magical devices
(including weapons, armor,
and shields),
unusual mounts, or other
means used to
gain an unfair advantage
are prohibited.
Only a war horse may be
ridden in the
joust, and barding may be
required to
protect the mount. Blunt
lances may be
mandatory in a civilized
tourney to reduce
injury.
A tournament joust is restricted
to the
lance charge only. Foot
combat after a
knight is unhorsed is forbidden,
as it is
considered discourteous
and unsports-
manlike (as well as time
consuming). A
wooden barrier, called a
“toyle” or “tilt,” 4’
to 5’ high, is placed along
the length of the
jousting field to separate
the knights from
each other. The tilting
rail also helps to
prevent the horses from
colliding together
or being accidentally speared.
3
Entrance
requirements
In many tournaments, only
members of
recognized orders of knighthood
or mem-
bers of the nobility are
allowed to enter.
Proof of knighthood or noble
lineage is
demanded by the officiating
heralds. Little
known cavaliers are allowed
to enter only
under unusual circumstances
(such as the
cavalier helping to save
the kingdom).
If a liberal tournament
allows all comers
to enter, an entrance fee
is likely to be
required. The fee helps
pay for the costs
of holding the tourney,
as well as for any
prizes. The fee cannot be
returned to the
knight, especially not if
the knight is dis-
qualified for violating
the rules. The fee is
based on the status (i.e.,
level) of the
knight.
4
The fee should be
at least 100 gp
multiplied by the level
of the knight.
To insure that knights of
vastly different
skill level do not face
each other in the
joust, every cavalier who
competes in the
joust is assigned to one
of the four classes
of Table 2.
Table 2: Cavalier Classes in Tournaments
Class | Experience Level |
Esquire | 1-4 |
Knight Bachelor | 5-8 |
Cavalier | 9-12 |
Cavalier Commander | 13 and up |
The first day or two of the
tournament
is devoted to practice,
or perhaps to pre-
liminary heats to assess
the skill of un-
known knights.
5
Well-known knights
are
immediately assigned to
the proper class
without need for practice,
as the judges
already know the skill level
of renowned
knights. No knight of renown
would dare
compete in the heats against
unknown
knights, for fear of disgracing
himself by
jousting a suspected or
possible inferior. A
knight may choose to practice
jousting
against a known equal or
friend.
The remaining days of the
tourney are
devoted to the jousts and
other matches
and events. The nights are
spent in feast-
ing, dancing, and recovery
from injuries.
The first jousting matches
of the day are
fought by some of the finer
knights
present, to get the tourney
off to a good
start. Lesser knights then
get their chance
to joust. These knights
try to prove their
skill to their lords, sponsors,
and superi-
ors. The very finest knights
joust last, to
give the day’s events a
fitting climax.
The knights may be allowed
to run a set
number of matches in any
given day, or
joust a set number of matches
throughout
the duration of the tourney.
For example,
each knight may be allowed
to joust three
opponents a day for five
days. The possi-
ble number of matches that
a knight can
fight is determined by the
severity of the
injuries sustained and the
availability of
healing. Again, blunt or
fragile lances may
be used, and the vanquishing
rules (Un-
earthed Arcana, page 109)
may be em-
ployed to reduce injuries.
The knight in each class
who has accu-
mulated the most victories
over the days’
matches is declared the
champion of the
class. Ties require a tiebreaker
match,
which is very exciting in
itself. Penalties in
the form of losses may be
imposed for
committing foul acts or
unchivalrous
deeds. Excessive violation
of the rules may
warrant immediate disqualification
from
the tourney. Great shame
and dishonor
follow any knight who has
disgraced him-
self in the tournament.
Some typical rules violations
that may
warrant a penalty or disqualification
are:
6
1. Striking a foe from behind.
2. Spearing a horse.
3. Continuing the fight
after a foe has
been unhorsed or after the
judges have
declared the fight to be
ended.
4. Striking a part of the
body that the
judges of a civilized tourney
have forbid-
den (such as the helm).
5. Striking the toyle three
times.
The challenge
Each knight should be allowed
to choose
whom he or she wishes to
joust. A chal-
lenge can be issued by touching
the lance
to the shield of the contender
a knight
wants to joust. If the tournament
allows a
knight to choose between
sharp or blunt
lances to be used in the
match, the knight
can indicate his or her
choice by touching
one of two shields displayed
by the chal-
lenged knight. Touching
one shield indi-
cates that sharp lances
are to be used,
usually in a joust between
foes. Touching
the other shield means that
blunted
“weapons of courtesy” are
to be used.
7
Alternately, a single shield
can be
touched in the challenge.
Touching the
shield with the point of
the lance indicates
a joust with sharp lances,
while touching
with the butt of the lance
is a challenge to
joust with blunt lances.
8
The match
When two knights joust,
each knight is
allowed three lances. The
first knight to
unhorse the opponent or
to shiver all
three of his or her lances
against the foe is
the winner of the match.
If both knights
are unhorsed simultaneously,
then both
knights suffer a loss in
the tourney. If both
shiver all three lances,
then the knights
must continue with a fourth
or fifth lance,
until a victor is found.
Instead of having each lance
that hits
make a save vs. shivering,
it is easier to
declare that any lance that
scores a hit is
shivered automatically in
the tourney.
Thus, any successful hit
is counted as a
broken lance.
The melee
On the day after the jousting
matches,
the melee is held. The melee
is a large-
scale contest involving
all the knights
present, but strictly supervised
by the
judges. The melee may be
restricted to
foot combat only, to further
mark its dif-
ference from the mounted
jousts. Unless
the melee begins with a
mounted lance
charge, the lance is forbidden
in the
melee.
In the melee, two teams of
equal
strength battle each other
in order to
capture the best and most
famous knights
of the opposing side. The
better knights of
each side seek each other
out, to the exclu-
sion of all others, leaving
the lesser
knights to contend among
themselves.
Vanquishing combat is the
only form of
combat allowed in a civilized
melee. The
judges monitor the melee
for magic or
cheating as scrupulously
as they monitor
the jousts.
Any knight vanquished in
the melee is
considered captured. The
captured knight
is then released to retire
from the field for
the day. If ransom is to
be arranged with a
captured knight, then the
knight is ex-
pected to return to meet
with his captor
after the match. The knights
who have
captured the best and most
renowned
knights of the opposing
side are declared
the champions of the melee.
Lesser
knights are expected to
aid and support
the greater knights of their
side. Lesser
knights help to capture
opposing knights
and to protect their own
best knights from
capture. Although the better
knights. have
the greatest chance for
glory and recogni-
tion, lesser knights who
prove themselves
in the melee may receive
special acknowl-
edgement and minor prizes
from the
judges.
At the outer edge of the
field is an enclo-
sure (sometimes called the
“list”) to which
knights may retreat to rest,
and where no
fighting is allowed. Knights
who are in-
jured, tired, or have damaged
armor may
retire to the list to recover
without fear of
being attacked.
9
Attacking a knight
who
has retired to the list
is forbidden.
A knight on the melee
field who is in
trouble or seriously injured
may be pro-
tected by the intervention
of the Chevalier
d’ Honneur. This especially
honored cava-
lier is privileged to wield
the lance bearing
the couvre-chef (kerchief)
de mercy. When
the chevalier of honor touches
any knight
on the field with his lance
of mercy, that
knight is protected from
all further at-
tacks.
10
Any combatant foolish
enough to
attack a knight who has
been so touched is
immediately disqualified
from further
competition.
In the foot combat of the
melee, combat-
ants other than cavaliers
can enter with a
fair chance of success.
Fighters and rang-
ers of noble rank can enter
the melee.
Clerics might be allowed
to enter, provided
that their temple is recognized
and ap
proved by the tourney judges.
A temple
closely tied to lawful good
or chivalric
ideals has the best chance
of being allowed
into the melee. The tourney
judges must
take care that clerics from
different tem-
ples are not divided into
teams based on
opposing religious views
or alignment.
Otherwise, the melee may
break out into a
religious war.
-
Prizes
and ransom
Prizes awarded to the victorious
vary
with the quality of the
tournament. Poorer
tournaments may not be able
to offer
lavish prizes, and may instead
allow a
winning knight to claim
the goods of the
loser. A knight who has
beaten a foe in the
joust or captured an opponent
in the me-
lee may claim the arms,
armor, and mount
of the loser. The loser
can ransom back his
goods for a fee equal to
the value of the
goods claimed by the winner.
Better tourneys bestow valuable
prizes
to the champion of each
class and the
most valiant knights of
the melee. Such
prizes may include finely
crafted weapons
or armor, superlative horses,
gold, or
perhaps a very unusual gift.
11
The prizes
awarded are commensurate
with the level
of the winner, of course.
Newcomers who
have proven themselves especially
worthy
and valiant may receive
certain praise
from the judges and a gift
of acknowledge-
ment (for being rookie of
the year).
The champion of the tourney
is also
allowed to choose a “queen
of love and
beauty.” The champion knight
of the high-
est jousting class or the
champion of each
class may choose the queen
or queens of
beauty of the tourney. A
female champion
may elect a male paramour
for this honor,
of course, electing a king
of the tourney.
The queen or king so chosen
receives
much honor and praise from
the judges
and spectators, as well
as some gifts of
acknowledgement —typically
a crown and
a few minor prizes.
Conclusion
With these suggestions and
a bit of re-
search by the DM, a grand
jousting tour-
nament can be run. The important
thing
for the DM to remember is
that each DM
should experiment freely
with the ideas
presented. A period of trial-and-error
play-
testing and tinkering may
be needed to
find a system that is most
comfortable and
balanced for each campaign.
The DM and players should
seek out
various books on medieval
history and
tales of knighthood to help
flesh-out and
add color to the tourney.
The tourney
contains a great many events
popular in
medieval times, including
archery and
wrestling contests, and
often a medieval
merchants’ fair. A well-run
tournament
should include competitions
and intrigues
that provide adventure for
all party mem-
bers, not just cavaliers
and paladins. The
most highly recommended
reference
works include any by R.E.
Oakeshott, Sir
Walter Scott’s Ivanhoe,
and Nicholas
Slope’s The Book of Medieval
Wargames,
which contains tournament
games.
Notes
1. Painter, French Chivalry,
pp. 50-51.
2. Oakeshott, A Knight and
His Horse, p.
68. Many noble ladies of
the time were
competent jousters, particularly
Joan of
Arc.
3. Oakeshott, A Knight and
His Horse, p.
68, and Stone, Glossary
of Arms and Ar-
mor, pp. 615, 626.
4. Keen, Chivalry, p. 86.
An entrance fee
was often required in English
tourna-
ments, after Richard I licensed
tourneys
and imposed fees that were
based on the
rank of the nobleman or
knight. Barons
and greater noblemen payed
the most,
while landless knights paid
a small fee.
5. Oakeshott, A Knight and
His Horse, p.
61. A French chanson written
by Jaques
de Bretac described heats
for assessing the
skill of jousters, taking
place on the second
day of a tournament held
at Chauvency in
1285.
6. Stone, Glossary of Arms
and Armor, p.
626. A prize could be lost
for committing
some of the offenses mentioned
in this
article.
7. Painter, French Chivalry,
p. 52.
8. Scott, Ivanhoe, p. 100.
9. Oakeshott, A Knight and
His Horse,
p. 60.
10. Ibid, p. 71.
11. Ibid, pp. 62, 68. At
the tournament of
Runnymede in A.D. 1215,
following the
signing of the Magna Carta,
a local baron-
ess donated a bear as a
prize.
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Knight and Chiv-
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