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AD&D1 Combat Exercise
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<blockquote data-quote="Tarek" data-source="post: 3737014" data-attributes="member: 6661"><p>We used the initiative rules as written, with speed factor modifiers used to break ties and to see whether you could attack that evil cleric and interrupt his Flamestrike/Blade Barrier spell. We also used segment by segment movement. Linear distance travelled in one round remained the same, of course; 120 feet in one round for unencumbered humans. Movement speeds are specifically defined, actually.</p><p></p><p>There was quite a bit of shifting around, actually, as characters and monsters jockeyed for position.</p><p></p><p>Grid maps were used because of convenience; otherwise we'd have been pulling out lengths of string in order to measure distances, and that gets annoying. Also, unlike 3e, spell effects emanated from the "center" of the caster's figure on the map, and weren't limited to "choose a corner of the square and a direction that must be either 90 degrees or 45 degrees".</p></blockquote><p></p>
[QUOTE="Tarek, post: 3737014, member: 6661"] We used the initiative rules as written, with speed factor modifiers used to break ties and to see whether you could attack that evil cleric and interrupt his Flamestrike/Blade Barrier spell. We also used segment by segment movement. Linear distance travelled in one round remained the same, of course; 120 feet in one round for unencumbered humans. Movement speeds are specifically defined, actually. There was quite a bit of shifting around, actually, as characters and monsters jockeyed for position. Grid maps were used because of convenience; otherwise we'd have been pulling out lengths of string in order to measure distances, and that gets annoying. Also, unlike 3e, spell effects emanated from the "center" of the caster's figure on the map, and weren't limited to "choose a corner of the square and a direction that must be either 90 degrees or 45 degrees". [/QUOTE]
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