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<blockquote data-quote="Philotomy Jurament" data-source="post: 3741799" data-attributes="member: 20854"><p>I've recently been trying out a modified version of the <em>Swords & Spells</em> combat sequence (adjusted for man-to-man combat) in <a href="http://www.dragonsfoot.org/forums/viewtopic.php?t=22958&start=0" target="_blank">my OD&D/Holmes game</a>. I thought some of you might be interested.</p><p></p><p><a href="http://www.philotomy.com/combat_sequence.html" target="_blank">The combat sequence can be found here.</a></p><p></p><p>A few things I like about the sequence:</p><ul> <li data-xf-list-type="ul">it's good for miniatures, using facing and fairly precise positioning.</li> <li data-xf-list-type="ul">it splits movement into phases, so it minimizes the "one side crosses all the space on their turn" effect</li> <li data-xf-list-type="ul">it provides simple rules for variable spell-casting times (by spell level/type)</li> <li data-xf-list-type="ul">it allows for multiple missiles (i.e. traditional D&D rates-of-fire)</li> <li data-xf-list-type="ul">it's compatible with traditional elements like weapon reach (and space required)</li> <li data-xf-list-type="ul">there's a <a href="http://www.philotomy.com/simple_sequence.html" target="_blank">simplified version</a> if you don't use minis or prefer a lighter approach</li> <li data-xf-list-type="ul">as a development of <em>Chainmail</em>, it springs from the roots of the game (which is probably why it seems to fit so well with various traditional elements)</li> </ul><p></p><p>IMO, this sequence would work well as an alternate approach for OAD&D, too. (I may try it in my C&C game, as well.)</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3741799, member: 20854"] I've recently been trying out a modified version of the [i]Swords & Spells[/i] combat sequence (adjusted for man-to-man combat) in [url=http://www.dragonsfoot.org/forums/viewtopic.php?t=22958&start=0]my OD&D/Holmes game[/url]. I thought some of you might be interested. [url=http://www.philotomy.com/combat_sequence.html]The combat sequence can be found here.[/url] A few things I like about the sequence: [list] [*]it's good for miniatures, using facing and fairly precise positioning. [*]it splits movement into phases, so it minimizes the "one side crosses all the space on their turn" effect [*]it provides simple rules for variable spell-casting times (by spell level/type) [*]it allows for multiple missiles (i.e. traditional D&D rates-of-fire) [*]it's compatible with traditional elements like weapon reach (and space required) [*]there's a [url=http://www.philotomy.com/simple_sequence.html]simplified version[/url] if you don't use minis or prefer a lighter approach [*]as a development of [i]Chainmail[/i], it springs from the roots of the game (which is probably why it seems to fit so well with various traditional elements) [/list] IMO, this sequence would work well as an alternate approach for OAD&D, too. (I may try it in my C&C game, as well.) [/QUOTE]
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