Pugilist Fighting Rules
The rules for a fistfight in the Pugilist Tourneys.
Basic Conduct
1. No grapples
2. No punching once the opponent goes down.
3. Hands are the only allowed weapon.
4. Gouging and other intentional grievous bodily harm is strictly prohibited.
5. Referee decisions are final.
6. No shoving.
7. No magical or medical effects that could influence the outcome of the fight.
Rules
Goal of the game is to knock the opponent out or have them forfeit.
The fight takes place over ten rounds, ending early if someone is knocked out for more than three seconds (as determined by the referee).
If all ten rounds are finished and no one is knocked out, the referee will decide the match based on performance throughout the fight.
Each round lasts for three minutes.
At the start of the fight, each fighter has a number of hits they can take equal to the number of hit dice they have + their constitution modifier.
At the beginning of each round the two fighters secretly each choose how they want to fight that round: defensively, offensively, or a mix of the two.
Fighting defensively increases your defense roll by 1, but lowers your damage roll by 1.
Fighting offensively decreases your defense roll by 1, but raises your damage roll by 1.
Fighting with a mix of two offers no bonuses or negatives.
Once both fighters choose their fighting style, they each roll 1d6 and 1d4. The first represents how much damage they deal, the second represents how much they defend.
For the damage, add your strength modifier to the roll.
For the defense, add your dexterity modifier to the roll.
The amount of damage dealt is reduced by the defense roll. After all damage and defense is calculated, the fighters deal damage to each other.
If the damage would reduce one or more of the fighters to 0 hit points or less, that person must roll a constitution saving throw of 10 + the amount of damage they took that round or they will be knocked out. For example, if Don reduced Dale's hitpoints to zero by striking him for 3 points of damage, Dale would have to make a DC 13 Constitution saving throw or be knocked out.
If the DC is passed, the fighter is instead reduced to 1 hit point and may continue fighting. However, future Constitution DCs will be 2 higher for the remainder of the fight. This effect stacks.
If both members of a fight would be knocked out in the same round, it is considered a draw.
The person with the highest amount of hit points at the end of ten rounds is the winner.
Basic Conduct
1. No grapples
2. No punching once the opponent goes down.
3. Hands are the only allowed weapon.
4. Gouging and other intentional grievous bodily harm is strictly prohibited.
5. Referee decisions are final.
6. No shoving.
7. No magical or medical effects that could influence the outcome of the fight.
Rules
Goal of the game is to knock the opponent out or have them forfeit.
The fight takes place over ten rounds, ending early if someone is knocked out for more than three seconds (as determined by the referee).
If all ten rounds are finished and no one is knocked out, the referee will decide the match based on performance throughout the fight.
Each round lasts for three minutes.
In-Game Rules
At the start of the fight, each fighter has a number of hits they can take equal to the number of hit dice they have + their constitution modifier.
At the beginning of each round the two fighters secretly each choose how they want to fight that round: defensively, offensively, or a mix of the two.
Fighting defensively increases your defense roll by 1, but lowers your damage roll by 1.
Fighting offensively decreases your defense roll by 1, but raises your damage roll by 1.
Fighting with a mix of two offers no bonuses or negatives.
Once both fighters choose their fighting style, they each roll 1d6 and 1d4. The first represents how much damage they deal, the second represents how much they defend.
For the damage, add your strength modifier to the roll.
For the defense, add your dexterity modifier to the roll.
The amount of damage dealt is reduced by the defense roll. After all damage and defense is calculated, the fighters deal damage to each other.
If the damage would reduce one or more of the fighters to 0 hit points or less, that person must roll a constitution saving throw of 10 + the amount of damage they took that round or they will be knocked out. For example, if Don reduced Dale's hitpoints to zero by striking him for 3 points of damage, Dale would have to make a DC 13 Constitution saving throw or be knocked out.
If the DC is passed, the fighter is instead reduced to 1 hit point and may continue fighting. However, future Constitution DCs will be 2 higher for the remainder of the fight. This effect stacks.
If both members of a fight would be knocked out in the same round, it is considered a draw.
The person with the highest amount of hit points at the end of ten rounds is the winner.
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