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Lamentations Dueling Combat Rules

This document provides house rules for combat and dueling in a 17th-18th century roleplaying setting. It outlines rules for initiative, attack bonuses, defense classes, combat actions, maneuvers like charging, parrying, riposting, disarming, and stunning. It also covers facing multiple opponents, unarmed combat, and wrestling. The rules are designed for use with the Lamentations of the Flame Princess roleplaying system.

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0% found this document useful (0 votes)
115 views3 pages

Lamentations Dueling Combat Rules

This document provides house rules for combat and dueling in a 17th-18th century roleplaying setting. It outlines rules for initiative, attack bonuses, defense classes, combat actions, maneuvers like charging, parrying, riposting, disarming, and stunning. It also covers facing multiple opponents, unarmed combat, and wrestling. The rules are designed for use with the Lamentations of the Flame Princess roleplaying system.

Uploaded by

Woundperv
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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LAMENTABLE BLADES

House rules for Lamentations of the Flame Princess. For 17th-18th century dueling,
swashbuckling and moustache-twirling.
Stats
Initiative = d6 + Dexterity modifier, rolled individually at the beginning of combat
(but an action can be used to invert it)
Attack bonus = base attack bonus (according to class and character level) +
attribute modifier (based on weapon type: Strength or Dexterity)
Defense class [replaces Armor class] = 10 + Dexterity modifier + the character’s Hit
die (Fighter d8, Cleric/Specialist d6, Magic-User d4), rolled at the beginning of
combat (but an action can be used to invert it)
Combat
At the beginning of combat, everybody involved rolls individual Initiative and
Defense class.
Actions/Maneuvers
At the beginning of each round, declare actions in reverse initiative order. One can
also declare whether they are taking an aggressive or defensive stance.
If unsatisfied with the Initiative or Defense class rolled at the beginning of combat,
there are two options:
Improving Initiative
The character forfeits all other actions and attacks, and concentrates on acting
earlier in the next round. Invert the character’s Initiative roll (if the character
rolled 1 on the d6, it becomes a 6, 2 becomes a 5, 3 becomes a 4). During this
round, the character is assumed to have taken a defensive stance. The new
Initiative activates on the next round.
Improving Defense class
The character forfeits all other actions and attacks, and tries to regain balance,
gain a foothold, cover their rear, etc. Invert the character’s Defense class roll (if
the character rolled 1 on a d6, it becomes a 6, 2 becomes a 5, 3 becomes a 4, etc.,
depending on the Hit die). During this round, the character is assumed to have
taken a defensive stance. The new Defense class activates on the next round.
Attacks
The combat roll is a d20 plus the character’s Attack bonus and any modifiers (from
chosen tactic, situational advantage or disadvantage, encumbrance).
Combat modifiers
Attack Defense
Situation bonus class Notes
Charge/Momentum +2 -2 Successful attack causes damage and
knocks down the enemy for 1 round.
(…swinging on a Unsuccessful attack causes the
chandelier, jumping
down from a balcony…)
attacker to lose balance instead.
Levelled characters can save against
Paralyzation.
Aggressive stance +2 -4 -
Defensive stance -4 +2 -
Off-hand parry * +1 Additional +1 on disarming attempts
weapon
Off-hand offensive * 0 Roll damage for both weapons, take
weapon higher result
Armor worn -1 -1 -1 damage to wearer

Simple attack
Make a combat roll. If the result is equal to or greater than the target’s Defense
class, the attack hits and does damage. Damage is defined by the weapon used
and adjusted if the target is wearing armor.
Multiple attacks
This type of attack is only available if a levelled character is facing off against two
or more “mooks” (0-level enemies). Instead of making a single one, the character
gets a number of combat rolls equal to their level. Each such maneuver (simple
attacks or disarms) must be directed against a different enemy, and each attack is
made as if the attacker was level 1.
Riposte
The target of an unsuccessful attack might follow up with a riposte. Only one
riposte can be made in one round. It is rolled either as a simple attack or a
disarming maneuver. An additional +1 bonus applies if the original attack was half
or less than half of the target’s defense class. Ripostes don’t have to be declared.
Disarm
Make a combat roll. If the result is equal to or greater than the target’s defense
class, the disarming maneuver is successful. An off-hand parrying weapon grants
+1 on the disarming attempt.
Stun
Make a combat roll. If the result is equal to or greater than the target’s defense
class, the target is stunned and cannot act for a number of rounds (1 round for
unarmed attacks and bladed weapons; a number of rounds equal to the damage
rolled for blunt weapons). However, only a flat 1 damage is dealt to hit points.
Levelled characters can save against Paralyzation to avoid getting stunned.
Facing multiple foes
Defense class is unadjusted if the number of “mooks” is equal to or less than the
target character’s level (or group of characters combined level). Otherwise, there
is a -1 penalty for each attacker over this number. When levelled characters or
monstrous creatures attack, total their levels or hit dice and compare with the
target.
Unarmed combat
Punch/Kick
As a simple attack, does 1d2 damage plus
Strength modifier. Can be used to stun an
enemy or attack multiple enemies.
Wrestling/Overbearing
Everybody involved in the brawl rolls all their
Hit dice and adds their Strength modifiers;
totals are compared; higher wins. The next
round the struggle continues, however the
last round’s losers subtract one from their
effective hit dice. If any of the sides has no Hit
dice left, they are completely subdued.
Being equipped with a net, rope, man-catcher
or anything similar grants an additional die on
the roll.

House rules to use in conjecture with Lamentations of the Flame Princess: Rules & Magic. This product is an
independent production by Tamás Kisbali/Eldritch Fields and is not affiliated with Lamentations of the Flame
Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
Art taken from Buccaneers #19 (Jan. 1950), now in the Public Domain.

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