Hi Flex'
Quote:
Originally posted by
Flexor the Mighty!
Hello Gary. Hope you are
having a relaxing Sunday afternoon.
I've wanted to ask you about
the 1e combat system.
Sorry if this has been asked
before but I can't search the threads until I pony
up and become a member.
Anyway, since you said you
didn't like weapon speeds did you reduce battles to
1. Roll d6 for initiative.
2. winning side rolls attacks
and spells. Spells, then missles, then melee. Charging against set weapons
would give the opponent an attack first.
3. losing side rolls attacks
and spells.
Did all spells get announced first at the start of the round?
Whoosh! That's a big chunk of stuff to chew on...
We usually managed combat
thus:
1. Roll d6 for initiative, low score going first.
2. Weapons attacks and spells with a segment cost of 1
3. Spells with more than 1 segment time involved add 1 pip to the initiative
roll per segment, so 2 adds 1, 3 adds 2, and so on.
A 6-segment-long spell adding 5 meant that at best it would happen simultaneously
with the opponents actions who had rolled a 6 on initiative.
4. Moving into combat range against a longer weapon gave the opponent first
attack.
5. Simultaneous attacks occured together where adjusted initiative was
the same for both sides.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Combat
is divided into 1 minute period melee rounds, or simply rounds, in
order to have reasonably
manageable combat. "Manageable" applies
both to the actions of the
combatants and to the actual refereeing of such
melees. It would be no great
task to devise an elaborate set of rules for
highly complex individual
combats with rounds of but a few seconds
length. It is not in the
best interests of an adventure gome, however, to
delve too deeply into cut
and thrust, parry and riposte. The location of a hit
or wound, the sort of damage
done, sprains, breaks, and dislocations are
not the stuff of heroic
fantasy. The reasons for this are manifold.
[Rationale] As has
been detailed, HP are not actually a measure of physical
damage, by and large, as
far as characters (and some other creatures as
well) are concerned. Therefore,
the location of hits and the type of
damage caused are not germane
to them. While this is not true with
respect to most monsters,
it is neither necessary nor particularly useful. Lest
some purist immediately
object, consider the many charts and tables
necessary to handle this
sort of detail, and then think about how area
effect spells would work.
In like manner, consider all of the nasty things
which face adventurers as
the rules stand. Are crippling disabilities and
yet more ways to meet instant
death desirable in an open-ended, episodic
game where participants
seek to identify with lovingly detailed and
developed player-character
personae? Not likely! Certain death is as undesirable
as a give-away campaign.
Combat is a common pursuit in the
vast majority of adventures,
and the participants in the campaign deserve
a chance to exercise intelligent
choice during such confrontations. As hit
points dwindle they can
opt to break off the encounter and attempt to flee.
With complex combat systems
which stress so-called realism and feature
hit location, special damage,
and so on, either this option is severely
limited or the rules are
highly slanted towards favoring the player
characters at the expense
of their opponents. (Such rules as double
damage and critical hits
must cut both ways -- in which case the life
expectancy of player characters
will be shortened considerably -- or the
monsters are being grossly
misrepresented and unfairly treated by the
system. I am certain you
can think of many other such rules.)
One-minute rounds are devised
to offer the max. of choice with a
min. of complication. This
allows the DM and the players the best of
both worlds. The system
assumes much activity during the course of each
round. Envision, if you
will, a fencing, boxing, or karate match. During the
course of one minute of
such competition there are numerous attacks
which are unsuccessful,
feints, maneuvering, and so forth. During a one minute
melee round many attacks
are made, but some are mere feints,
while some are blocked or
parried. One, or possibly several, have the
chance to actually score
damage. For such chances, the dice are rolled,
and if the"to hit" number
is equalled or exceeded, the attack was successful,
but otherwise it too was
avoided, blocked, parried, or whatever.
Damage scored to characters
or certain monsters is actually not substantially
physical - a mere nick or
scratch until the lost handful of hit
points are considered -
it is a matter of wearing away the endurance, the
luck, the magical protections.
With respect to most monsters such damage
is, in fact, more physically
substantial although as with adjustments in
armor class rating for speed
and agility, there are also similar additions in
hit points. So while a round
of combat is not a continuous series of attacks,
it is neither just a single
blow and counter-blow affair. The opponents spar
and move, seeking the opportunity
to engage when on opening, in the
enemy's guard presents itself.
Because of the relatively
long period of time represented by the round,
dexterity (dexterity, agility,
SPEED, quickness) is represented by a more
favorable AC rating rather
than as a factor in which opponent
strikes the first blow.
Likewise, weapon length and relative speed factors <note that this contradicts
what
is written in the PH>
are not usually a consideration.
(See Initiative and Charging
below, however.)
The system of AD&D
combat maximizes the sense of hand-to-hand
combat and the life-and-death
character of melee without undue complication.
Because of this, you, the
DM, are enabled to conduct such portions
of a game without endless
resort to charts, tables, procedure clarifications,
and over-lengthy time requirements.
Players, on the other hand, will not
become bored with endless
dice rolling and rules consulting, but at the
same time will have a reasonable
chance to seek escape for their
characters should the affair
go badly.
Q: How come a low-level
character
gets only one attack per
round? A
one-minute melee round certainly
allows time for several
attacks, especially
if the character uses a
light
weapon such as a dagger.
A: A single melee
attack in the AD&D game
assumes the exchange of
several blows.
The player?s single attack
roll represents
the result of a series of
attacks by the
character, not just a Single
blow. See the
DMG, page 61, for more details.
High-level
characters who are allowed
multiple attacks
do not actually strike more
blows;
their greater experience
merely allows
them to strike a larger
percentage of telling
blows.
(150.38)
The steps for encounter && combat are as follows:
1. Determine if either or
both parties are SURPRISED.
2. Determine distance,
if unknown, between the parties.
3. If both parties are unsurprised,
or equally surprised, determine INITIATIVE for that
round.
4. Determine
the results of whatever actions are decided upon by the party with initiative:
A. Avoid
engagement (flee, slam door, use magic to escape, etc.) if possible.
B. Attempt
to parley.
C. Await
action by other party.
D. Discharge
missiles or magical device attacks or cast spells or TURN
undead.
E. Close
to striking range, or charge.
F. Set
weapons against possible opponent charge.
G. Strike
blows with weapons, to kill or subdue.
H. Grapple
|| hold
5. Determine the results
of whatever actions are decided upon by the
party which lost the initiotive
(as per A. through H. above).
6. Continue each melee round
by determination of distance, initiative,
and action until melee ends
due to fleeing, inability to continue, or
death of one or both parties.
DMPrata wrote:
Gary, when running OAD&D
combat, did/do you require players to declare all their actions (not just
spells) prior to the initiative roll? If so, are they allowed to change
their declared actions as the round progresses (perhaps forfeiting an attack
to help a fallen comrade, who may not have been "fallen" at the beginning
of the round), or are they locked in to what they declared?
Actions must be declared
or obvious--such as continued close-quarters combat.
If some character desires
to change a declared action in a round, then I generally assume that the
alteration occurs at mid-point.
What I attempt is to have the party behave as would real persons in a confused situation.
In the LA game actions are in blocks of only three seconds, so there's no changing them.
Cheers,
Gary
Surprise-:
When encounters occur, the distance
between concerned parties will be 5" to 10" (d6 + 4)
subject to the following
modifying factors:
1. Line of Sight:
If this is unobstructed and light is involved, the distance
possible for determination
of another party present is virtually infinite.
It could likewise be sharply
restricted due to obstructions.
2. Noise: If one party
is making considerable noise which is discernible
by the other party, the
latter will have the options of fleeing or concealment;
the former negating the
encounter, the latter allowing distance
to be 1" to 4" before discovery
by the noisy party.
3. Actual Area: If
the encountered party is in a small area, distance between
the two can be no greater
than the maximum distance possible
for discovery of the one
by the other, i.e. opening a door into a 20' x
20' room will mean the distance
between the two parties can be under
10', 10' or thereabouts,
or 20' (d6, 1-2 = striking distance, 3-4 = 10'
distance, 5-6 = 20' distance).
4. Planned or Unplanned
Appearance: The sudden precipitation of one
party upon the other due
to any of a number of factors (teleportation,
dimension door spell, other
magical means, a chute, etc.) will cause
distance similar to that
found when actual area is a factor.
5. Surprise: Surprise
can only be a factor in close encounter situations. If
either or both parties are
surprised, the distance must be either 1" to 3"
or it must be less as determined
under the actual area modifier. Thus if
the actual area were a 40'
X 60' room, if surprise exists the distance
between the parties will
be 1" to 3".
6. Light: The illumination
factor or visual capability of the concerned
parties will affect encounter
distance as follows:
A. A light
source reliance limits the encounter distance to twice the
normal
vision radius of the source (2 X radius of the light source).
B. lnfravision
and/or ultravision operate only to the stated limit of
their
range and limit encounter distance accordingly.
Quote:
Lastly, in AD&D how
would you handle an out-and-out ambush set up by monsters, particularly
if a party has a very-difficult-to-surprise character (like a ranger)?
I'm talking about a situation where the party is observed from a distance
by the monsters and the creatures make good their set-up and are ready
to spring it on the party at the appropriate time. The way I've been handling
it is to treat the monsters as having a surprise score of "6" no matter
what, then roll a single d6 for the party and ajudicate accordingly.
I think I'd have the ranger
check for detecting the ambush with a second, opposed roll, check if the
initial check would otherwise succeed in spotting the waylayers.
Cheers,
Gary
Quote:
Originally posted by
MerricB
I was wondering (again!)
about something in those oAD&D rules.
You've got a rather complex system written for initiative - with modifiers
for weapon speeds, weapon lengths when charging, casting times, magic device
activation times, bow fire initiatives modified by dexterity...
Did you actually use all of that, or was it - as seems standard for you - much more a DM's call as to when things occurred, modified by what seemed appropriate?
Many thanks once more!
Cheers!
Actually, most of the DMs
I played with were like me.
We used only initiative
and casting times for determination of who went first in a round.
The rest was generally ignored
save in the most critical situations when rules lawyering might enable
saving a PC.
I did use weapon length
for the NPCs as a factor when I DMed so as to manage to get in some first
attacks on PCs, and players who had good Dex could
factor that into their initiative when using bows, sure.
If they didn't, okay
In all, we played to have fun, and in the throes of a hot melee rules were
mostly forgotten except as a feature of the combatant's nature, if you
will.
If it seemed logical then
none of the veterans would look for a rule to the contrary.
Cheerio,
Gary