This page describes how to implement Three Musketeers-style fencing in the D20 game. I would like, at some point, to get around to designing an entire D20 swashbuckling game, but right now, I don't feel like taking on such a large project. However, I think that this is an excellent start, and you may find it relatively trivial to expand out into an entire game.
The purpose of this system is to create mechanics which support the notion of fast-paced, dynamic fights with a lot of back-and-forth movement. Further, the system attempts to create a sense of rising stakes over the course of a single battle. That is, by the end of a battle with a near equal, both sides should be feeling desperate and endangered. Yet, the winner should not be left so-weakened that any two-bit punk can push him over afterwards.
Addendum: After playtesting, I found basic fencing a bit too uninteresting. It had the right feel in the sense that there was lots of back and forth, but it didn't engage the players properly. Also, the automatic Energy losses felt a bit too deterministic. Changes are being made.
The first modification to D&D3-standard mechanics are hit points. Rather than have hit points increase with each level, characters should be assigned some small and static number of hit points, like 8 + Con modifier.
Taking the place of level-wise increasing hit points is Energy. A PC starts off with 10 + Con modifier Energy. In general, a PC ought to expect an additional point of Energy every level or two. Energy represents a character's vitality, his ability to exert himself intensely over a short period of time. In terms of fighting, while you still have Energy, you're generally able to prevent major harm from befalling you, throwing yourself away from your enemy's blade and the like.
Only when you're out of Energy are you in serious danger of extensive damage from your opponent.
Good form is indispensible in civilized swordplay. A good fencer learns to adjust his form to his goals. He can assume an offensive posture, more threatening to his opponent but more dangerous to himself; a defensive posture, intended to preserve his skin while he regains the initiative; or a neutral posture, for rapid transitions between offense and defense.
Posture must be chosen at the beginning of each melee round. Going from or to neutral posture is a free action. However, switching directly from offensive to defensive posture or the reverse inflicts one Energy on the fencer (he must expend effort to halt his advance or retreat and spring immediately into action).
The first thing to understand about the fencing combat system is that the combat which it represents is somewhat different from the D&D standard. Rather than wary fighters circling each other and lashing out with attacks and parries a couple of times a round, aiming for a killing or at least damaging blow with every swing of the sword, fencers are nearly constantly attacking or defending, and many of the attacks are not so much a serious attempt to damage the opponent, as an attempt to keep him on the defensive, off-balance, and retreating. A round of fighting in fencing is really much more of a direct contest of fighting skill, rather than asynchronous attacks.
When two fencers engage in combat, each rolls a D20 and adds his modified attack bonus with his chosen weapon. No matter how many attacks he has, he rolls only once (at his highest modified bonus). This is the "Fencing Roll." There is no initiative involved.
Fencers in offensive or defensive posture are appropriately positioned to expend extra effort on their attacks or defenses, respectively. In either posture, you may expend as many points of Energy as you wish before the fencing roll. Each such point of expended Energy gives you a +3 to the roll.
The two rolls are compared to each other, and the higher roll is the winner for the round. The result varies according to postures, and is found on the chart below. Read the across the top row for the winner's posture, and down the left column for the loser's posture.
| Offensive | Neutral | Defensive | |
| Offensive | Loser loses 4 Energy and 1 hit point (a scratch). Winner gets a +3 to his fencing roll next round. | Loser loses 2 Energy and 1 hit point (a scratch). | Loser loses 1 Energy. Winner gets a +3 to his fencing roll next round. |
| Neutral | Loser loses 3 Energy and 1 hit point (a scratch). Winner gets a +2 to his fencing roll next round. | Loser loses 2 Energy. | Winner gets a +2 to his fencing roll next round. |
| Defensive | Loser loses 2 Energy. | Loser loses 1 Energy. | Both combatants gain one Energy |
When you lose a fencing roll, you are obliged to give ground: that is to say, back up about ten feet. If you are unable or unwilling to do so, you lose an additional point of Energy from the extra effort it takes to defend yourself while holding your ground.
As can be seen above, it is possible to take hit-point damage during the fencing. These are generally light scratches to the weapon arm or the body or face. If one is dishonorable enough to poison one's weapon, the poison is delivered. Some duels are to the first blood, in which case a scratch ends the duel. For others, only death can resolve the conflict, and, as such, the scratches are little more than insult atop injury, though they might make the fight marginally shorter once someone runs out of Energy.
If the recipient of a scratch is wearing armor, add his armor's AC bonus to his fencing roll. Only if the attacker beat this modified roll does the scratch actually do damage. Otherwise, it is a "touch," and may end a practice duel, but it does no damage.
Eventually, one side of the combat will be out of Energy, and then they're in real trouble. At that point, the combatant is no longer capable of evading his opponent's blade.
As soon as your opponent is out of Energy, you may attack him normally. If you are in offensive posture at the time, you may take all the attacks that you would ordinarily receive in a round. If you are in neutral or defensive posture, you may make only one attack at your full attack rating.
Every round thereafter until the combat ceases, you may continue to attack normally (that is, ignoring all the fencing rules) before the fencing roll. You continue to fence, to see if you also will run out of Energy before your opponent dies or yields. If both combatants are out of Energy, go to standard D&D style combats.
Fencing is most useful and least complicated when there are only two individuals involved, each of them using an appropriate weapon (like a rapier, saber, or shortsword). However, adventures being what they are, sometimes, things will not be so civilized.
The Fencing rules are designed to keep the fast pace of the cinematic tradition of swashbuckling combat. As such, there is only one roll per round (usually), and resolution is hopefully quick. It is the recommendation of the designer that you attempt to maintain the speed and simplicity of the system. However, certain gaming groups are more comfortable with more complex systems, and enjoy the additional tactical detail that they offer. Here, then, are several optional additions to the Fencing rules in the form of Feats. Depending on the style of game being played, the GM may decide that some or all of these Feats are automatically applied to any fencers.
It may be appropriate for the Weapon Finesse feat to be available for free to any character for any weapon it's normally useful with.