So... I dont like how they have approached duels in the new edition (iaijutsu ones at least) so im tweaking it for my group. First I was going to use the opposite roll system, but then I talked about it with Shinjo Koetsu here in the forums. He shared some ideas that were cool, so I took a slightly different path. I took ideas from 4e and I took things from this edition cause they did think of some awesome stuff (strife bidding, predict action etc). Its just my first draft but have tested it with a couple of characters and im liking it so far. A lot of strategy and options I think.
The idea is that each Phase is a different round:
Initiative:
For a duel, the base initiative value for each opponent is their Focus. Then characters roll a TN1 Meditation check and add successes to their Focus value. A dditionally, each character may secretly bid additional strife to increase their initiative value for that round. Each character secretly chooses a number between 0 and their focus attribute and they add it to their initiative value. The bid and the final value is kept hidden.
Assessment Phase:
Both players roll Void - Sentiment prior to taking stances. If successful, the character learns 1 piece of information about their opponent. For each bonus success, they learn one additional piece of information. The information they can learn are: The value of 1 ring (Air, Earth, Fire, Water, Void), the value of 1 derived attribute (Endurance, Composure, Focus, Vigilance), the value of 1 skill (Martial Arts [Melee], Meditation), the opponent's current Strife, or any Iaijutsu Kata the player has access to.
Focus Phase:
Each opponent can take one of the following actions:
- Focus. The character rolls Air (Meditation). Every success adds 1 to their initiative. (Focus tries to improve initiative even further).
- Staredown. The character makes a Fire (Command) roll to try to unsettle their opponent. Every opportunity spent infilcts 2 strife to their opponent. (Staredown tries to drive your opponent to a compromised position so that he cant keep strife dice during the strike roll).
- Center. The character rolls a number of dice equal to their Void ring. He may reserve any number of these dice. If he does, the next time he makes a skill roll he may roll one fewer skill die for each reserved die, then add the reserved dice to the result. (Center tries to improve your strike roll).
- Predict. The character secretly selects a Stance. The next time your opponent chooses their stance, you may reveal your selection. If it matches the stance they chose, your opponent suffers 4 strife and must choose a different stance. (Predict is a high risk – high reward action; it can be useless if you miss, or devastating if you guess correctly; it could be too good vs bushi without iaijutsu techniques that really need to pick water.... so may have to change this).
Strike Phase:
Each opponent reveals initiative and selects a stance for the strike. Opponents strike in initiative order. Here iaijutsu techniques can be used and opportunities can be spent depending on stance chosen etc....
If the duel is to first strike, first samurai to connect a blow wins.
If the duel is to first blood (crit of severity 5 or more), incapacitation (warrior's test), or death, then it just goes on like a skirmish. Kinda like in the old edition.
So the idea is to try to raise your initiative as much as you can while not getting compromised (that would shut you down from using strife dice). Your opponent can play the same game, or try to compromise you, or try to f.e. lock you out of your best stance and perhaps go air to raise his TN.... There's several options.
Edited by Shosur0