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1st Ed. AD&D Spell Initiative
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<blockquote data-quote="WaterRabbit" data-source="post: 74255" data-attributes="member: 2445"><p><strong>Back in the day</strong></p><p></p><p>IIRC, each side rolled initiative and then added either their speed factor or their casting time to the die roll. So, if my side rolled a 2 and the other side rolled a 3 and I cast a spell with a casting time of 3, the spell would start on segment 2 and end on segment 5. If they were using a dagger (SF=2), then both the spell and the dagger would go on segment 5, but since my side won init, the spell would go first.</p><p></p><p>The only time a tied initiative mattered, was that it allowed low speed factor weapons to attack multiple times. For example, a dagger (SF=2) against a SF=4 weapon would get an additional attack. Against a SF = 6 if would get two additional attacks, etc.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 74255, member: 2445"] [b]Back in the day[/b] IIRC, each side rolled initiative and then added either their speed factor or their casting time to the die roll. So, if my side rolled a 2 and the other side rolled a 3 and I cast a spell with a casting time of 3, the spell would start on segment 2 and end on segment 5. If they were using a dagger (SF=2), then both the spell and the dagger would go on segment 5, but since my side won init, the spell would go first. The only time a tied initiative mattered, was that it allowed low speed factor weapons to attack multiple times. For example, a dagger (SF=2) against a SF=4 weapon would get an additional attack. Against a SF = 6 if would get two additional attacks, etc. [/QUOTE]
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