It was fine in the AD&D PHB. It’s only when you try to use every caveat and Dragon article and later supplement that it becomes insane.
Parts of it from the
1e PH are mostly fine.
There is a lot of wiggle room for the DM to throw in whatever consideration they want also.
I can't find any explanation of how spells are supposed to factor in normal round initiative (there is a clear explanation for the surprise round segments) or reverse engineer why a lot of spell timing things work out the way they do from the example combat. Why does 1 segment sleep not go off in the 1 segment of free action surprise round? 5 segment silence going off before later begun 7 segment prismatic spray makes sense but not sure how winning initiative would have interacted with a shorter spell. No idea why thief who looses initiative goes before the initiative winning illusionist's spell goes off.
Rate of fire for missile weapons is not explained but you can infer it works like multiple fighter attacks and that works. Or have them go simultaneously on normal initiative and that would work too.
Page 38:
Rate of fire is based on the turn (for table-top miniatures) or the melee round.
Page 43:
Casting Time shows the number of melee rounds, or segments of a melee round,
required to cast the spell. Remember that there are 10 segments to a melee round,
10 melee rounds to a turn. Some spells require additional time and preparation.
Page 104:
INITIATIVE
The initiative factor affects who can do what and when during the course of an
encounter of any sort. Surprise, already covered heretofore, obviates the need
for initiative checks, as the surprising party has complete freedom of action for
a time. However, surprise eventually wanes, and then, just as in other
circumstances, the relative weight of action must be determined. Initiative allows
one group, the party or the monster(s), to begin some course of action prior to
the other group.
Actions affected by initiative are many and include slamming a door, fleeing,
moving to grapple or melee, a call for a truce or surrender, firing wands,
discharging missiles, beginning a spell, and so on.
The initiative check is
typically made with 2 six-sided dice, 1d6 for the party,
and another of a different size or color for the creatures encountered. This
check is made each round of play where first action is a factor. Because a
round is a full minute long, dexterity seldom is a factor in the determination of
which side acts first. However, if one group is slowed or hasted, or one or more
members of the group are, the initiative will always go to the non-slowed or
hasted side. In most other cases, the group with the higher die score will always
act first. For effects of initiative in fighting, see COMBAT hereafter.
Page 104 again under the COMBAT section:
This form of fighting includes the use of hand-held weapons, natural weaponry
(claws, horns, teeth, etc.), grappling, and special or magical touch attacks, i.e.
poison, petrification, paralysis, energy level loss, etc. As with most other combat
forms, the first “blow” will be struck by the side gaining initiative during the
round. Surviving opponents will then be allowed their attacks. Note that haste
and slow spells will have the effects heretofore mentioned. Fighters able to strike
more than once during a round will attack once before opponents not able to do
so, regardless of initiative, but if fighter and fighter melee, initiative tells.
Position
and weapon length will sometimes affect the order of attack in melee combat.
Page 105:
Example of Combat:
A party of 5 characters — a magic-user, a cleric, a thief, a human fighter,
and a dwarf fighter surprise an illusionist with 20 orcs. The opponents are 30’
distant, and the magic-user immediately begins casting a sleep spell
[1 segment casting time]. The
cleric also prepares to cast a spell, silence, 15’ radius
[5 segments casting time]. Meanwhile, the thief
darts to the rear of the party to attempt to hide in the shadows and attack
from behind when opportunity presents itself; the human fighter nocks an
arrow and shoots it at the illusionist; and the dwarf hurls an axe. The surprise
segment is over, and initiative is determined. The illusionist/orcs win initiative,
and while the former begins a spell of his own, the latter rush to attack,
hurling spears as they come.
A spear hits the magic-user, so the sleep spell is
spoiled. The orcs are attacked by the fighters,
the cleric casts his spell upon
the illusionist, and the magical silence both spoils his prismatic spray spell
[7 segments casting time] and
enhances the chances for the thief’s attack, for he is successfully slinking and
sliding around in the shadows. Thus, after surprise and 1 melee round, the
party has inflicted 2 hits upon the illusionist, spoiled his spell attack, and
felled one orc and wounded another. They have taken 3 spear hits and had
one of their spell attacks ruined.
Initiative is now checked for the second round. The illusionist/orcs again win
initiative and attack first, 5 orcs going after each fighter to grapple, 6 rushing
the magic-user, and 3 heading for the cleric. The fighters are pulled down, as is
the magic-user, but the cleric avoids their grasp.
The illusionist begins casting
another spell, one which requires no verbal component; he does not hear the
thief behind him. It is now the party’s turn in the round. The cleric smites 1 of
the onrushing orcs and kills it, and
the thief stabs the illusionist from behind with
his sword, killing him; the fighters and magic-user are held fast by orcs, so they
can do nothing. Round 2 is over.
The initiative roll in the third round goes to the party. The cleric kills another
orc, while the thief rushes at the orcs holding the nearest fighter. It is now the
orcs’ turn, and as their leader is dead and they still face 2 powerful opponents,
they will check morale. It is probable that they will kill the pinned characters
with dagger thrusts if their morale does not break, or that they will release the
pinned characters and run away if their morale is bad.
Page 105:
First Strike:
The 1 minute melee round assumes much activity — rushes, retreats, feints,
parries, checks, and so on. Once during this period each combatant has the
opportunity to get a real blow in. Usually this is indicated by initiative, but
sometimes other circumstances will prevail. High level fighters get multiple blows
per round, so they will usually strike first and last in a round. Slowed creatures
always strike last. Hasted/speeded creatures strike first.
A solid formation of
creatures with long weapons will strike opponents with shorter weapons first, a
rushing opponent will be struck first by a pole arm/spear set in its path. Your
DM will adjudicate such matters with common sense. When important single
combats occur, then dexterities and weapons factors will be used to determine
the order and number of strikes in a round.