In Gigacrawler I’ve added a section where the characters engage in jousts.
I wanted to use something like the Chainmail jousting rules–a ‘rock paper scissors’-style mechanic where you and an AI choose from a menu of options, which are combined to give you the result.
However, I soon found that there’s a problem with it. Some of the choices are inferior to others, regardless of what the opponent chooses.
Aiming point CP is always equal to or better than aiming points DC and DF. Similarly, ‘Steady Seat’ is better than ‘Shield High’.
I don’t know anything about jousting, so I can’t say whether the results are realistic. If they are, I’d imagine that in real jousts CP (in the center of the shield) would be where you tried to aim, but that this wasn’t always possible. So in game terms you’d be rolling, and CP would be the result if you were successful. The same for your stance.
However I liked the variety of results, so I ended up tweaking the table and using it.
I’ve actually finished the jousting section, but I thought of some ideas for things that could happen afterwards which I’m writing now.