Iosue
Legend
It's cool, I'm not trying to give you a hard time! I was just replying to the earlier post that suggested that I (and/or others?) was mistaken in my application of the order of combat.@Iosue I'm asking because it has been a looooong time since I last played Basic, and because I'm trying to get a better feel for WHY it was designed as it was. Just getting clarification for myself, no implications about your level of awareness
I'm also trying to ascertain the advantages & drawbacks of a phased combat round....and the way BD&D does it specifically. That they are not readily apparent to me is only a reflection of me not having played Basic since I was a kid! Cut me some slack?![]()
Here are some more things to consider. OD&D had no rules for initiative, no combat sequence. It was all up to the DM to adjudicate things according to his own judgment. Holmes D&D introduced using Dex as initiative, but otherwise had no rules of order. AD&D's initiative system is legendarily baroque, one might even say rococo, and not suitable for a "basic" game. So Moldvay introduced a couple of handy sequences for a DM to refer to keep things moving quickly and in good order: the Order of Events in One Game Turn and the Combat Sequence. To an extent, the order of actions in the combat sequence is somewhat arbitrary, probably informed by Moldvay's experience wargaming. Here's a snippet of an article he wrote in Dragon when the Basic Set was released:
Moldvay said:When I edited the D&D Basic rules, I tried to stress clarity, simplicity, and conciseness. .... Whenever possible, step-by-step instructions were given because that type of direction is easiest to understand.
In my game, it pretty much comes out as I indicated in my earlier post.