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EB's Tyranny of Dragons - OOC (full)

EarlyBird

Explorer
Never played the white box, I started with the red box, then moved into Advanced D&D.

I can only imagine what Chainmail was like if it was harder to learn than AD&D.
 

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TallIan

Explorer
My first RPing group, the DM had the red box, but by the time I joined the group had moved on to AD&D. We did play a few games of OD&D; AD&D1 and AD&D2, before I moved away and moved on to 3e. That probably explains my confusing mix of versions.
 

EarlyBird

Explorer
I didn't go 2e for this because of all the extra rules nonsense. All those brown and blue books, plus all the accessories. One of the things I started to dislike about 3e was them adding in all those books with all the extra crazy options.
 

Oh, 2e requires that you either go all in or all out. The brown books (esp. Complete Book of Elves) are utterly OP. We banned them. Skills and Power is a different game: 2.5e but if you combine it the brown books it's even more OP. But we had a lot of great 2e campaigns in our group. The one 2e book I miss the most though was Faiths and Powers, a Realms splat book of cleric subclasses. A few things were iffy in it but overall no power creep. But just having lore based cleric kits for each deity was awesome (but that was when deities had multiple spheres and the entire cleric spelllist was split up into spheres.)
 

EarlyBird

Explorer
Spheres of Influence... I remember those. The good ole' days. When finally clerics would take different types of armor, weapons, and spells. And there was all these pictures around...

Forgotten Realms Adventures-Dungeons-&-Dragons-2nd-Edition-2e-D&D pantheon gods milil Denier Lat.jpg
 

Yes, and it actually made sense. I wish the 5e cleric had more than one domain and started with no armor unless the domain added it. Then it could handle cloister-style clerics.

(Either that or a monk path that gave him cleric spells. ;))
 


EarlyBird

Explorer
Alright need to go over a few things before I update the IC:

1) This is the only addition of D&D I know of that you can't move and attack in the same round, unless you charge. Going to poat the actions and also add it to the RG for better reference.

2) You don't roll Initiative separately or add in your Reaction adjustment to regular Initiative. It is just a 1d6 for each group - highest wins, ties go to weapon speed factors and casting times (let's hope that happens rarely). The Reaction adjustment comes in during Surprise and helps individual characters deal with Surprise better (i.e. faster than less reactive characters).

3) You also need not try and add in all your modifiers if you don't wish to. Just roll a d20 attack roll to give me to work with and I'll list the modifiers in the post.
 

EarlyBird

Explorer
[sblock=Combat]
Round (1 minute)
- 10 six second segments
- NOTE: should make a list things you can do in a segment

Time:
- 1 segment = 6 seconds
- 1 round = 1 minute (10 segments)
- 1 turn = 10 minutes (10 rounds)
- 1 hour = 60 minutes (6 turns)

Actions in Combat
1) Close to Striking Range
2) Charge
3) Set Weapon
4) Engaged in Melee
- a) attack
- b) parry
- c) fall back
- d) flee
- e) grapple or hold
5) Turn Undead
6) Missile Discharge
- includes grendae like missiles
7) Avoid Engagment
8) Parley
9) Await Action (by other party)
10) Use Magical Device
11) Cast Spell[/sblock]
[sblock=Steps]
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 or hold
5) Determine the results of whatever actions are decided upon by the party which lost the initiative (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.

Surprise: normal surprise happens on a d6 roll of 1-2
Distance: When encounters occur, the distance between concerned parties will be 5" to 10" (d6+4) subject to special circumstances[/sblock]
 
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Alright need to go over a few things before I update the IC:

1) This is the only addition of D&D I know of that you can't move and attack in the same round, unless you charge. Going to poat the actions and also add it to the RG for better reference.
Never in my life have I heard this. Yeah, it seems to be there in the DMG, but my old play group always assumed you could move and do stuff (attack, cast a spell, etc.). Change Tina's move to a closing action. Charging means loss of Dex bonus to AC and that's too important for her.

2) You don't roll Initiative separately or add in your Reaction adjustment to regular Initiative. It is just a 1d6 for each group - highest wins, ties go to weapon speed factors and casting times (let's hope that happens rarely). The Reaction adjustment comes in during Surprise and helps individual characters deal with Surprise better (i.e. faster than less reactive characters).
Well apparently my gaming group screwed this up. We always rolled individually and always added the reaction modifier to initiative (instead of using it for surprise). Hm.

EDIT: Not sure what good it is to gain surprise if you can't move and attack? Unless you have a readied missile weapon, surprise is completely useless.

Wow, there are lots of rules we never used. Tina should be two weapon fighting with an 18 dex. The penalties are 0/-1 because of her Dex. Never noticed that rule. Have to use that when she switches to thief. :)
 
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