I'm not super satisfied with the RAW for dueling when it comes to Iaijutsu duels to first strike/first blood. These are supposed to be the most common types of duel fluff-wise, with the goal of "one perfect cut," but as written, starting characters seem to mostly end up swinging wildly and whiffing for several rounds, in quite a time-consuming way...
In any case, I've been messing around with a way to use the one-roll rules for single-strike Iaijutsu duels, but make it a bit more crunchy, so people who've invested in being good at the rings and techniques associated with "duelists" actually benefit from that.
Here's what I've got at the moment. I'm pretty happy with it, but I'm not sure whether it has weird bugs hiding somewhere that I haven't noticed yet. Thoughts?
QuoteOne-Strike Iaijutsu Duels
Challenge and Focus
Duelists begin the duel at Range 1 from one another, with their swords sheathed (ie. not readied).
[OPTIONAL ADDITION: Each duelist enters the Void stance and takes the Center action for one turn.]
Each duelist suffers one Strife as they stare down their opponent.
Strike
Each duelist declares the Stance they will take for the duel. Duelists who do not have a way to ready a weapon as part of an attack action (such as an Iaijutsu Cut kata) must declare Water stance if they wish to make a weapon attack within the single round of the duel.
Any duelist in Water stance may take their bonus action before the Strike roll. (This might mean readying a weapon.)
Each duelist then makes the competitive duel check. This is a Martial Arts [Melee] check using the Ring of the duelist's current stance. The TN is the opponent's Focus/2 (rounded up). Any effect that modifies this TN, such as Air Stance or a condition afflicting the duelist, applies as normal. This check is treated as an Attack action check targeting the duelist's opponent for the purposes of abilities.
Resolution:
The character who has more bonus successes strikes first, becoming victorious in the duel.
In a duel using live weapons, the victor inflicts a critical strike with severity equal to twice their weapon’s deadliness, plus their bonus successes, upon their foe. The enemy can resist as usual (see page 270). In a duel with blunted or practice swords, the victor scores a clear hit but may choose to reduce the critical strike to severity 2 ("Close Call").
[The rest of this section is identical to the last 2 paragraphs of the RAW for one-roll duels, dealing with cases where no one passed the check or the check was tied.]