AD&D1 Combat rounds - time

In the AD&D1 rule system, how did you play combat "rounds":

  • 1 minute rounds (the standard AD&D1 rule)

    Votes: 47 61.0%
  • 6 second segments (the subset of the standard AD&D1 rule)

    Votes: 17 22.1%
  • 10 second rounds (the standard B/ED&D rule)

    Votes: 12 15.6%
  • Something else

    Votes: 1 1.3%

Quasqueton

First Post
In reading another thread here, I just learned that I was not alone in a certain "house rule" that I used back in AD&D1. I'm wondering how common this house rule was.

Quasqueton
 

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10-second rounds was our only official house-rule. We had several 'unofficial' house rules that were the result of misunderstanding an existing rule for so long that we adopted the mistake even after learning the 'right' way. :D

Nothing bugged me more, nothing ruined my suspension of disbelief more, and nothing cause more at-the-table arguments than 1 minute combat rounds.
 


Well, I counted time passing in 1 minute rounds. But the way I described the action it would have made much more sense in a 6 second round!
 

When playing AD&D, they were 1 minute rounds, and when playing OD&D they were 10 second rounds. The differences in rules like surprise, initiative, rate of fire, etc., etc. between the two rulesets made more sense when using the time period dictated.

R.A.
 


We used the house rule you refer to. It was seamless to incorporate it into the rules. 10 minute turns, 1 minute rounds, and 6 second segments. However, in melee, a melee round equals one segment.

There was already some precedent; parties could do a full round of actions during all the segments that another party was surprised (see the Arlanni example in the DMG), so we just extended that concept throughout the whole combat. Made alot more sense, and that's probably why it's become the norm today.
 

rogueattorney said:
When playing AD&D, they were 1 minute rounds, and when playing OD&D they were 10 second rounds. The differences in rules like surprise, initiative, rate of fire, etc., etc. between the two rulesets made more sense when using the time period dictated.

i'm assuming you are using OD&D in the sense of Basic here.




i used the Chainmail version of Exhaustion/ Fatigue on page 11 of Chainmail.

3. ...3 melee rounds....

which is 3 minutes in my book. just like in Boxing. 3 minute rounds. but a round in boxing refers to the whole 3 minutes. in Chainmail i use a round as 1 minute and three of them = a round of boxing.
 

I voted for standard 1 minute rounds, but actually we did occasionally go to shorter rounds, though I can't recall if we used 6 or 10 seconds. We also created a certain amount of movement rules to cover movement in battle, all of which were rendered unneeded by 3e.
 

In my 1st edition days, we used 1 minute rounds originally, but switched to 6 second "segment" combat rounds later.

The system we used in those days was 1d10, and add casting time to the roll. You think spellcasters got the shaft in casting spells in 2E? In our games, the ONLY spells we cast were casting time 3 or under, because there was no way in heck of living through a combat round to get them cast. :)

When switching to segment-long rounds, we used a d6.

In 2nd edition we used 1 minute rounds again, but a highly variant initiative system (instead of weapon speed being added, weapon speed or casting time was the LOWEST you could go in a round). One gnome rogue had a crossbow that was horribly accurate, but ALWAYS shot last in the round. He loved that little hand cannon. :)
 

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