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General Tabletop Discussion
D&D Older Editions
AD&D two weapon fighting
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8261852" data-attributes="member: 82106"><p>Yeah, I have a slide deck somewhere with flow diagrams which actually describes the ENTIRETY of 1e encounter rules. It is like 8 slides long and each slide has 6 or 8 boxes. It is mind-bogglingly complicated, and they listed something like 30 rules they basically had to invent/rule on just to get something that works at all. </p><p></p><p>As I said in another post, we really didn't, and I doubt anyone sane ever did, actually try to internalize and utilize all of those rules in a consistent fashion. MAYBE we acknowledged them as 'technically being rules', like we might look at them and selectively use some of them in various corner cases, but the ACTUAL functional rule of play in AD&D (either edition) was you rolled initiative and the winning side did all its stuff, then the losing side, assuming they still existed, did all its stuff. We did add the winning initiative to how many segments your spell took to cast and if that exceeded the bad guys initiative roll, then their attacks might interrupt your spell (assuming they survived to make those attacks, and hit you). Enemy spells would likewise add segments to initiative check. </p><p>That is not quite the official way, but it was the simple practical way that made sense and worked. Likewise we ignored most of what the DMG says about positioning and such in combat and just relied on our Chessex battle mat. Half the rules seemed written as if you would do that ANYWAY, so it sort of 'just worked'. IME this is approximately how about 90% of all groups played AD&D, though we were happy sometimes to just informally dice out fights without even bothering with the full rules or minis, etc. Especially in later years when we were playing on our kitchen tables and couldn't just leave it all for the next night, lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8261852, member: 82106"] Yeah, I have a slide deck somewhere with flow diagrams which actually describes the ENTIRETY of 1e encounter rules. It is like 8 slides long and each slide has 6 or 8 boxes. It is mind-bogglingly complicated, and they listed something like 30 rules they basically had to invent/rule on just to get something that works at all. As I said in another post, we really didn't, and I doubt anyone sane ever did, actually try to internalize and utilize all of those rules in a consistent fashion. MAYBE we acknowledged them as 'technically being rules', like we might look at them and selectively use some of them in various corner cases, but the ACTUAL functional rule of play in AD&D (either edition) was you rolled initiative and the winning side did all its stuff, then the losing side, assuming they still existed, did all its stuff. We did add the winning initiative to how many segments your spell took to cast and if that exceeded the bad guys initiative roll, then their attacks might interrupt your spell (assuming they survived to make those attacks, and hit you). Enemy spells would likewise add segments to initiative check. That is not quite the official way, but it was the simple practical way that made sense and worked. Likewise we ignored most of what the DMG says about positioning and such in combat and just relied on our Chessex battle mat. Half the rules seemed written as if you would do that ANYWAY, so it sort of 'just worked'. IME this is approximately how about 90% of all groups played AD&D, though we were happy sometimes to just informally dice out fights without even bothering with the full rules or minis, etc. Especially in later years when we were playing on our kitchen tables and couldn't just leave it all for the next night, lol. [/QUOTE]
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