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AD&D/OSRIC: How did initiative work?
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<blockquote data-quote="aiouh" data-source="post: 9675699" data-attributes="member: 7050706"><p>Just for perspective, the Magic: The Gathering Comprehensive rules just for Turn Structure (Rule 500f) is already 15 (full) pages. Just because the rules document is long doesn't mean its necessarily convoluted or complex in a bad way.</p><p></p><p>[URL unfurl="true"]https://media.wizards.com/2025/downloads/MagicCompRules%2020250404.pdf[/URL]</p><p></p><p>Because people just get good at processing Untap-Upkeep-Draw-Main1-Precombat-Declare Attackers-Declare Blockers-First Strike Damage-Damage Step-Last Strike-Main 2-End Step-Cleanup/Discard because every time you play the game you don't have to process everything, especially if those game pieces aren't even in play or relevant to the game state.</p><p></p><p>I think it is probably similar to AD&D. You get into the groove of initiative because your adventurers are mostly going to be similar things each encounter and the monsters just fit into that template. If you don't run psionics, you can just ignore that catch case altogether, it might as well not exist.</p><p></p><p>Also the "20 page" ADDICT document is a joke. Half the page is just empty whitespace and the non PHB/DMG references are from the example of play. And half of it is another example of play section.</p></blockquote><p></p>
[QUOTE="aiouh, post: 9675699, member: 7050706"] Just for perspective, the Magic: The Gathering Comprehensive rules just for Turn Structure (Rule 500f) is already 15 (full) pages. Just because the rules document is long doesn't mean its necessarily convoluted or complex in a bad way. [URL unfurl="true"]https://media.wizards.com/2025/downloads/MagicCompRules%2020250404.pdf[/URL] Because people just get good at processing Untap-Upkeep-Draw-Main1-Precombat-Declare Attackers-Declare Blockers-First Strike Damage-Damage Step-Last Strike-Main 2-End Step-Cleanup/Discard because every time you play the game you don't have to process everything, especially if those game pieces aren't even in play or relevant to the game state. I think it is probably similar to AD&D. You get into the groove of initiative because your adventurers are mostly going to be similar things each encounter and the monsters just fit into that template. If you don't run psionics, you can just ignore that catch case altogether, it might as well not exist. Also the "20 page" ADDICT document is a joke. Half the page is just empty whitespace and the non PHB/DMG references are from the example of play. And half of it is another example of play section. [/QUOTE]
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