1. That Endurance is generally lower - 5 x (STR + CON) rather than (STR x CON)
2. The use of up to 2 optional routines in duelling orders
3. That mandatory rests do not apply
4. That a hit is not automatic, and
5. The rules regarding surrender
To help make this decision, consider your own current END level, the weapon being used by your opponent, and his brawn (either from the greasy pole, or from previous encounters). The weapons which do most damage in a single hit pose the greatest threat as you may be killed before you have a chance to surrender. It's also worth noting that being hit by a weapon (not a kick) while closing leads to more damage than if you were just resting.
As an example, take someone of STR 8 and CON 6, and therefore a maximum END of 70. He could be killed with one slash from a cutlass wielded by an opponent with STR 18, and if he was hit while closing, would be killed by a slash from a sabre. If hit while closing, a cut from a sabre and a cut or slash from a 2 handed sword, would kill him if his opponent had a STR of 12 or more. The worse case would be being hit by a slash from a cutlass while closing - an opponent with STR 9 or more would deal a fatal blow.The above example shows that including any close actions in your orders (needed as part of a kick routine) can be very risky if facing a strong opponent armed with a good slashing and cutting weapon.
Rapier : good all round weapon with lunges and cuts more effective than slashesAlthough the cutlass and two handed sword may look attractive due to the high damage they do, their attacking options are limited and so more predictable.Dagger : only good for lunges and being thrown, but have to close to make an attack
Foil : can not be used to slash or cut with; really a practice weapon
Sabre : best for slashing and cutting, and not at all good for ripostes; a stronger weapon than the rapier, dagger and foil
Cutlass : can only be used to slash with but does great damage; kicking while wielding a cutlass is not as effective; slash routine is longer than for other weapons; stronger than a sabre
Two Handed Sword : can be used to slash and cut with but reduces the effectiveness of kicking; can not be used to riposte; all routines take longer than normal but opponent must close before he can attack; the strongest of the weapons
For duels with regimental enemies, regimental weapons are always used. This means that if in the military, your and your opponent's weapon will always be known. For instance, a Royal Marine fighting a regimental duel will be armed with a cutlass, and his opponent the Crown Prince Cuirassier, with a sabre. As such duels are probably the most frequent type, it's worth paying particular attention to orders for this combination of weapons to devise some tactics to beat your enemies.
Note that a slash with a sabre, cutlass or two handed sword, has a chance of breaking the defender's weapon (if it is weaker) when the slash is successfully blocked. The weapons breakage table gives the same results as in the original EG rules, but is hopefully easier to understand.
The surrender condition can be dependent on your current endurance level, the duration of the duel (in terms of actions), the number of times you get hit, and so on. These conditions can be as complex as you like, but the simpler they are, the more likely they will be interpreted correctly. In general, it is a pretty good idea to surrender when under half endurance, or even at first blood if facing a strong opponent. Note that any condition referring to the opponent's STR will be ignored until you have been hit once by him. As well as stating when you will surrender, you should also include a condition for accepting your opponent's surrender (the default is to accept it).
As an example, take someone who is fighting a rapier v. rapier duel and has ordered these options:Note that the options can not be checked for in the middle of a routine. For example, in the above case, an opponent's close action would get no response if our duellist were performing an action of an unfinished routine.
option 1 : (CL) [JB-X-X-S]
option 2 : (P-P) [X-S-X-C-X-X-X]
The first one will apply if his opponent has just performed a close action. Predicting that this is the first action of a kick routine (not necessarily the case, as CL is also a routine on its own) his response is to jump back and slash. If this option is executed and his opponent is starting a kick routine then the kick will be avoided and he will get to slash his opponent while he is performing the last rest of the kick routine.
The second option will apply if his opponent has parried for the previous two actions. Predicting that his opponent is playing a defensive game, waiting for a chance to riposte, his response is to make a furious slash (as both a slash and a cut do damage against a parry).
Jacque's orders:
decline : if under half END, to members of the same regt
surrender : if under half END if opponent has 'brawn' of 5 or more, otherwise if END is 40 or less
accept opponent's surrender
P(R)-*-JB-X-*-X-S-*-P(R)-*-X-L-X-*-X-L-X-*
option 1 : (L-X-X) [JB-X-X-S-*]
option 2 : (JB) [L-X-X-C-X-X-X-*]
Henri's orders:
decline : if under half END, to members of the same regt
surrender : if under half END
accept opponent's surrender
CL-X-L-X-*-P(R)-*-B-*
option 1 : (P-P) [(X)-X-S-*]
option 2 : (X) [P(R)-*]
The Outcome
(END levels are given here though they would not be known to each other)
Jacques Henri action damage END action damage END notes P CL JB X X 20 80 L (1) X X S P 10 90 (2) P P X B L P 0 (3) X 10 70 R (4) X P (3) L P 0 (3) X 10 60 R (4) P P (5)(3) JB CL (6) X X X 20 40 L SUR X (7)
(1) Jacque's rest is the last of his jump back routine and the first of his slash routine.
(2) After his lunge, Henri checks his conditionals and option 2 is selected as Jacques has just performed a rest action.
(3) Again Henri performs the optional parry.
(4) The parry stops the lunge, and as P(R) was ordered, Henri performs a riposte next action.
(5) Jacques now starts from the beginning of his sequence again.
(6) Henri now restarts from the beginning of his sequence.
(7) Henri's lunge takes Jacques down to 40 or less endurance so he surrenders next action. If his surrender condition forced him to fight on, his chance of making a successful attack would fall to 2 in 6, for serious wounds and inferior expertise.As a result of the duel both fighters gain 0.25 in rapier expertise, as the winner of the duel had the higher expertise.