When your game goes into uncharted territory or you want to emphasize an element of gameplay that usually gets overlooked or condensed into a single check, you can use a subsystem. As the name implies, subsystems are extensions of the main rules system that allow you to explore a particular topic or style of play at your table.
Duels
Sometimes conflicts become personal. It’s not the entire group against a challenge, but one character struggling against the skills of a single adversary. In many societies, duels are considered a reasonable way to resolve individual differences, though others consider such practices —especially the more deadly varieties— to be a savage affront to law and order. Duels can come in several forms, and this section gives you rules to run them.
A combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.
Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn’s worth of spells, giving their rivals a chance to counter the spells if they can.
Vehicles
Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party’s home and its primary weapon.
During encounter mode, creatures can use the piloting actions listed below to move and interact with vehicles.