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AD&D Initiative and Combat Table
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3156677" data-attributes="member: 32740"><p>It may not be "THAT bad" but it's nothing even remotely resembling actual GOOD. After all, it's even worse than the wholly bizzare initiative system that was in use by the group I first started AD&D with, the Four-M system. Rounds were divided into 4 phases - Melee, Missile Fire, Magic, and then Movement. Each of these phases was then divided into segments. Initiative was, I think, a d20 roll modified by weapon speed and dex. All melee was resolved first, then all missile fire, etc. The Magic phase was wierd though - rather than use an initiative roll magic was further divided into 4 sub-phases with the actual casting time of the spell determining which of those 4 sub-phases your spell was activated in.</p><p></p><p>Needless to say it was a challenge to be a spellcaster since it was patently impossible to EVER cast a spell without every opponent first having the opportunity to hit you with weapons (and of course you were casting so your AC was at a penalty...). It was several years before I really started to think about how the rules actually worked, but when I did this was the FIRST thing that I convinced the DM <u>had</u> to be changed. I made the mistake of trying to convince him to use the ACTUAL AD&D rules. I'm sad to say that I had to admit that the 4-M system, while still being intolerable, could actually be UNDERSTOOD at a glance. I went over and OVER the AD&D system trying to make sense of it and figure out how it was actually supposed to work.</p><p></p><p>While I would play in an AD&D game now in a hearbeat I would still campaign long and hard for the use of ANY initiative system but 1E AD&D's.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3156677, member: 32740"] It may not be "THAT bad" but it's nothing even remotely resembling actual GOOD. After all, it's even worse than the wholly bizzare initiative system that was in use by the group I first started AD&D with, the Four-M system. Rounds were divided into 4 phases - Melee, Missile Fire, Magic, and then Movement. Each of these phases was then divided into segments. Initiative was, I think, a d20 roll modified by weapon speed and dex. All melee was resolved first, then all missile fire, etc. The Magic phase was wierd though - rather than use an initiative roll magic was further divided into 4 sub-phases with the actual casting time of the spell determining which of those 4 sub-phases your spell was activated in. Needless to say it was a challenge to be a spellcaster since it was patently impossible to EVER cast a spell without every opponent first having the opportunity to hit you with weapons (and of course you were casting so your AC was at a penalty...). It was several years before I really started to think about how the rules actually worked, but when I did this was the FIRST thing that I convinced the DM [U]had[/U] to be changed. I made the mistake of trying to convince him to use the ACTUAL AD&D rules. I'm sad to say that I had to admit that the 4-M system, while still being intolerable, could actually be UNDERSTOOD at a glance. I went over and OVER the AD&D system trying to make sense of it and figure out how it was actually supposed to work. While I would play in an AD&D game now in a hearbeat I would still campaign long and hard for the use of ANY initiative system but 1E AD&D's. [/QUOTE]
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