Greetings.
Below is an idea I have to remake Iaijutsu duels. These rules are a work-in-progress. I am putting them in a short format, meaning I’m leaving out a lot of the obvious filler information that might be found in a fully realized ruleset.
The goal of this ruleset is manifold. First, I want Iaijutsu duels to stand out within the game. In prior editions such duels were conducted as their own mini-game, which achieved this objective. Second, I want such duels to be quick. As the primary means of resolving disputes, Iaijutsu duels should come up somewhat frequently, and I’d rather minimize the time that other players spend on the sidelines watching. Thirdly, I don’t want an Iaijutsu techniques to be mandatory (so characters can just use water stance). Finally, I want the rules to have the potential to be deadly. In prior editions, it was possible to die in a single stroke during an Iaijutsu duel.
The rules below aim to strike a balance between the 5 rings. Earth and Water play into your character’s composure, which is just as important in these rules as in the RAW dueling rules. Air and Fire add to your initiative, which I theorize is more important in these rules than in the typical skirmish.
Techniques that modify your initiative and opportunity should still be fully viable using these rules. You can even use special attach techniques under some circumstances.
Here’s the short version of the rules. Unless otherwise noted, assume the rules will proceed like a Skirmish.
INITIATIVE
During initiative, you roll Meditation at TN1, and add your focus to the result.
Then, you secretly bid, adding your bid to your strife. This is similar to bidding during a duel using the RAW, but you can bid an amount equal to your Composure (rather than your focus).
Next, you secretly divide points between the following two options. You get a number of points equal to the amount you bid.
- STAIR DOWN: Your intensity impresses or intimidates your foe. Each point placed in this category increases your foe’s strife by 1.
- FOCUS: You palm quivers as you prepare for the ultimate strike. Each point placed in this category increases your initiative by 1.
After both players have secretly bid, and divided their bid between Stair Down and Focus, they simultaneously reveal their selections. Play then proceeds to the Action Phase.
After bids are revealed, if one or more characters are compromised, then a Finishing Blow is triggered. This functions per RAW dueling rules, except that ties go to the player with the higher initiative (rather than to the player with lower honor).
During the action phase, the character with the highest initiative goes first. If initiative is tied, then both characters take their action simultaneously. The actions available are:
First Strike: The character who wins initiative makes a strike. This counts as a Finishing Blow.
Strike: A strike.
Recover: Roll Meditation, and add the result to your initiative on the following round IF the duel proceeds past the first round.
Tech: Use a technique.
Water stance can draw their weapon before taking their attack.
If the duel isn’t finished after the first round, it turns into a skirmish and play proceeds as normal.
Analysis is welcome.