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Five Torches Deep: Duels

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Engage in tactical, nuanced, blow-by-blow duels in a separate melee combat system built for Five Torches Deep

This rules supplement is designed for Five Torches Deep but is compatible with any six stat fantasy rpg with swords and armor class. Not meant to replace all forms of combat, FTD: DUELS split out a subsystem for truly meaningful and unique fights.

Battle the Evil Emperor atop their Spire of Hate; slay the robber baron at the end of the magitech railroad; give widgets and options and tactics to sword-swingers of all stripes, and more! The supplement includes rules for:

  • A complete, detailed dueling system
  • Weapon length-based initiative
  • Specific actions like disarm, trip and parry
  • A new "weapon maneuver" system that lets you attack AND do something cool in a round
  • Comprehensive melee weapon rules (different grips, maneuvers, damage types)
  • 18 example weapons that all have a reason to be used
  • A new Duelist Archetype available to all classes
  • Rules for terrain, monsters, and mounted combat 
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The PDF is laid out in the same style as Five Torches Deep (landscape, US letter paper, three columns) to make it easy to view on screens and print at home; and has been illustrated with all new original artwork by Per Folmer.

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Reviews (1)
Discussions (7)
Customer avatar
Craig W July 16, 2021 4:56 pm UTC
PURCHASER
Is this specific to one-on-one structured duels, or is it actually more general "combat"?
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Customer avatar
Ben D August 17, 2021 4:59 pm UTC
PUBLISHER
Bah, sorry for the long delay in response. It is specific to 1:1 duels but there are team duels and rules that can be used in regular combat as well.
Customer avatar
Krzysztof C December 05, 2020 10:35 pm UTC
PURCHASER
This is an excellent idea for a more robust system to point to in those times, when one wants some more meat in a high-stakes combat with a nemesis! I'm gonna try and port this to my Stars Without Numbers game, we may have some ritualistic, trial-by-combat nonsense with laser swords and force fields coming up soon ;)

I do have some questions though. The Chamber action on p. 4 lets one make a Parry at disadvantage (so setting AC at the lower of two attack rolls) but then mentions the possibilty to advantageously Attack on a "success" - does that mean, that the enemy has to follow the Chamber with an Attack action and fail for the Chamber to "go off" and it'd be lost should the enemy find it more prudent to, say, Parry or Goad in response?

Second question: the Daze maneuver mentions the victim having "disadvantage against attacks targeting them" which seems like a weird wording since attacks are usually rolled vs. passive AC. How should Daze work? Is it like...See more
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Customer avatar
Ben D December 06, 2020 1:45 am UTC
PUBLISHER
Thanks for the kind words and great questions!

CHAMBER: process is PC rolls an "attack" roll at disadvantage (per the Parry rules). This becomes the PC's new AC. The enemy duelist makes an attack against the PC's new effective AC (From the Parry roll). If the enemy duelist misses their attack (the PC's parry was successful) then the PC gets to attack with advantage "For free." So basically you're using one active action as a PC to both defend and attack, but it's making it harder to defend and better to attack (if you don't get hit yourself). If the enemy decides NOT to attack then your parry is basically useless and your Chamber is similarly ineffectual. However, most GMs that we've playtested with don't "reveal" that the PC is attempting to parry, so the NPC duelist is just sort of doing what they would normally do.

DAZE: basically any kind of attack action has advantage against a Dazed combatant (however some types of attacks might require a resistance...See more
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Customer avatar
Krzysztof C December 06, 2020 8:23 am UTC
PURCHASER
Cool! Thank you for your quick and detailed reply.
Customer avatar
Jacob G October 21, 2020 9:30 pm UTC
PURCHASER
On page 2, the Duel Sequence, Step 5 seems superfluous. Is that a typo?
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Customer avatar
Ben D October 21, 2020 10:41 pm UTC
PUBLISHER
Okay through a duel and you will see. It is not superfluous or a typo; there are many circumstances in which the duelists have significantly altered the conditions of the duel, the battleground, beset by reinforcements, etc. There are frequent range and weapon changes throughout the course of the duel unless the combatants are dead in a single round.
Customer avatar
August 19, 2020 12:32 am UTC
PURCHASER
Can we get a mobile version like FTD?
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Customer avatar
Ben D August 19, 2020 12:42 am UTC
PUBLISHER
Currently there aren’t any plans for this, but perhaps someday!
Customer avatar
William E May 02, 2020 7:29 am UTC
Hello! I have a couple of questions:

Does this book cover spellcasting in duels at all?

Does it address ranged weapons at all (having someone initiate a duel against an enemy holding a ranged weapon, firing into a duel, or firing an off-handed ranged weapon at an opponent)?

Are stats included for using fist weapons or bare knuckles?

Thanks!
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Customer avatar
Ben D May 02, 2020 11:38 am UTC
PUBLISHER
Spellcasting: briefly
Ranged: no
Fists: not directly. There are some grappling type maneuvers however.
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Customer avatar
William E May 06, 2020 5:52 am UTC
Thanks for the info!
Customer avatar
Sam M March 15, 2020 11:55 pm UTC
Any plans to add more crunchy systems to FTD?
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Customer avatar
Ben D March 16, 2020 2:52 am UTC
PUBLISHER
Yes! Just released Homesteads, working on a few others as well.
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Customer avatar
Sam M March 16, 2020 3:17 am UTC
Awesome! I'm looking for OSR with some crunch!
Customer avatar
Jason C February 15, 2020 3:19 am UTC
PURCHASER
Will there be a pod version of this product?
Reply
Customer avatar
Ben D February 15, 2020 4:36 am UTC
PUBLISHER
Unfortunately no, since it is too short for the minimum page count of this size. However we might include it in future bundles.
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