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AD&D1e Initiative woes - how to interpret Acrobat-Thief's Evasion?
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<blockquote data-quote="Voadam" data-source="post: 9381369" data-attributes="member: 2209"><p>1e initiative for the basics you look to the 1e PH page 104 and the 1e DMG page 62:</p><p></p><p>PH page 104:</p><p></p><p>INITIATIVE</p><p>The initiative factor affects who can do what and when during the course of an</p><p>encounter of any sort. Surprise, already covered heretofore, obviates the need</p><p>for initiative checks, as the surprising party has complete freedom of action for</p><p>a time. However, surprise eventually wanes, and then, just as in other</p><p>circumstances, the relative weight of action must be determined. Initiative allows</p><p>one group, the party or the monster(s), to begin some course of action prior to</p><p>the other group.</p><p>Actions affected by initiative are many and include slamming a door, fleeing,</p><p>moving to grapple or melee, a call for a truce or surrender, firing wands,</p><p>discharging missiles, beginning a spell, and so on.</p><p>The initiative check is typically made with 2 six-sided dice, 1d6 for the party,</p><p>and another of a different size or color for the creatures encountered. This</p><p>check is made each round of play where first action is a factor. Because a</p><p>round is a full minute long, dexterity seldom is a factor in the determination of</p><p>which side acts first. However, if one group is slowed or hasted, or one or more</p><p>members of the group are, the initiative will always go to the non-slowed or</p><p>hasted side. In most other cases, the group with the higher die score will always</p><p>act first. For effects of initiative in fighting, see COMBAT hereafter.</p><p></p><p>PH page 105 adds:</p><p></p><p>First Strike:</p><p>The 1 minute melee round assumes much activity — rushes, retreats, feints,</p><p>parries, checks, and so on. Once during this period each combatant has the</p><p>opportunity to get a real blow in. Usually this is indicated by initiative, but</p><p>sometimes other circumstances will prevail. High level fighters get multiple blows</p><p>per round, so they will usually strike first and last in a round. Slowed creatures</p><p>always strike last. Hasted/speeded creatures strike first. A solid formation of</p><p>creatures with long weapons will strike opponents with shorter weapons first, a</p><p>rushing opponent will be struck first by a pole arm/spear set in its path. Your</p><p>DM will adjudicate such matters with common sense. When important single</p><p>combats occur, then dexterities and weapons factors will be used to determine</p><p>the order and number of strikes in a round.</p><p></p><p>1e DMG page 62:</p><p></p><p>Initiative:</p><p>Surprise gives initiative to the non- or less-surprised party. It is otherwise</p><p>determined when an encounter occurs and at the start of each combat round. It</p><p>indicates which of the two parties will act/react. Again, a d6 is rolled, and the</p><p>scores for the two parties are compared. (It is recommended that such initiative</p><p>rolls be made openly unless there is some reason to hide that of the</p><p>encountered monster party — such as special bonuses which would be</p><p>unknown to the player characters involved.) The higher of the two rolls is said to</p><p>possess the initiative for that melee round. (While it is not accurate to roll one</p><p>die for all individuals comprising each party, it is a convenient and necessary</p><p>expedient. Separate rolls could be made for each member of two small groups,</p><p>for instance, but what happens to this simple, brief determination if one party</p><p>consists of 9 characters and 6 henchmen and the other of 7 giants and 19 dire</p><p>wolves, let us say?) Possession of initiative allows the individuals to take action</p><p>or reaction as desired according to the foregoing list of alternatives, and as</p><p>detailed hereafter. The dexterity or speed of individuals or weapons is not</p><p>considered in the 1 minute round except as hereafter noted.</p><p>Initiative For Creatures With Multiple Attack Routines: When one or</p><p>more creatures involved in combat are permitted to use their attack routines</p><p>twice or more often during the round, then the following initiative determinants</p><p>are employed. When the attack routine may be used twice, then allow the</p><p>side with this advantage to attack FIRST and LAST with those members of its</p><p>group who have this advantage. If it is possessed by both parties, the initiative</p><p>roll determines which group strikes FIRST and THIRD, which group strikes</p><p>SECOND and LAST. If one or both groups have members allowed only one</p><p>attack routine, it will always fall in the middle of the other attacks, the order</p><p>determined by dicing for initiative, when necessary. If one party has the</p><p>ability to employ its attack routines thrice, then the other party dices for</p><p>initiative to see if it, or the multi-routine group, strikes first in the mid-point of</p><p>the round. Extrapolate for routines which occur four or more times in a round</p><p>by following the method above. Note that a routine is the attack or attacks</p><p>usual to the creature concerned, i.e. a weapon (or weapons) for a character,</p><p>a claw/claw/bite routine for a bear (with incidental damage assessed as it</p><p>occurs — the hug, for example). A 12th level fighter is allowed attack routines</p><p>twice in every odd numbered melee round, for example, and this moves up to</p><p>three per round if a haste spell is cast upon the fighter. Damage from</p><p>successful attacks is assessed when the “to hit” score is made and damage</p><p>determined, the creature so taking damage having to survive it in order to</p><p>follow its attack routine.</p><p>Ties: It will often occur that initiative determination results in a tie. This merely</p><p>indicates that each party has equal chances for acting and that attacks occur</p><p>simultaneously. In cases of equal initiative score, damage accrues to both</p><p>groups regardless of what is inflicted.</p><p></p><p>Also page 65 of the DMG has a note on spellcasting in melee</p><p></p><p>SPELL CASTING DURING MELEE</p><p>These functions are fully detailed in PLAYERS HANDBOOK. Their</p><p>commencement is dictated by initiative determination as with other attack forms,</p><p>but their culmination is subject to the stated casting time. Both commencement</p><p>and/or completion can occur simultaneously with missile discharge, magical</p><p>device attacks, and/or turning undead. Being struck by something during</p><p>casting will spoil the spell.</p><p></p><p>2. Attacks directed at spell casters will come on that segment of the round</p><p>shown on the opponent’s or on their own side’s initiative die, whichever is</p><p>applicable. (If the spell caster’s side won the initiative with a roll of 5, the</p><p>attack must come then, not on the opponent’s losing roll of 4 or less.) Thus,</p><p>all such attacks will occur on the 1st-6th segments of the round.</p><p></p><p>Then there are a couple more DMG complications explained on page 66-67:</p><p></p><p>Melee At End of Charge: Initiative is NOT checked at the end of charge</p><p>movement. The opponent with the longer weapon/reach attacks first. Charging</p><p>creatures gain +2 on their “to hit” dice if they survive any non-charging or</p><p>charging opponent attacks which occur first. Weapon length and first strike are</p><p>detailed under Strike Blows.</p><p>Only one charge move can be made each turn; thus an interval of 9 rounds</p><p>must take place before a second charge movement can be made.</p><p>Set Weapons Against Possible Opponent Charge:</p><p>Setting weapons is simply a matter of bracing such piercing weapons as spears,</p><p>spiked pole arms, forks, glaives, etc. so as to have the butt of the shaft braced</p><p>against an unyielding surface. The effect of such a weapon upon a charging (or</p><p>leaping, pouncing, falling, or otherwise onrushing) opponent is to cause such</p><p>opponent to impale itself and take double normal damage if a hit is so scored.</p><p>Example: Character A sets her spear with its butt firmly braced upon the floor</p><p>just as a giant toad hops at her (attacking); if the spear impales the creature, it</p><p>will score double indicated damage (d8 × 2). Note that in this case initiative is</p><p>automatically given to the set spear as it will obviously take effect prior to any</p><p>attack routine of the toad, and that two dice are not rolled, but the result of the</p><p>d8 roll is multiplied by 2.</p><p>Strike Blows:</p><p>As previously stated, initiative is the key factor as to which side strikes blows</p><p>first each melee round. This is modified by creatures with multiple attack</p><p>routines, whether by natural or magical ability (such as haste). It is also</p><p>modified by weapon length when one opponent is charging (or otherwise</p><p>closing precipitously) into melee contact.</p><p>Simultaneous Initiative: When opponents in melee have tied for initiative,</p><p>blows (attack routines included) occur simultaneously, except when both</p><p>opponents are using weapons. Each weapon has a speed factor, and in the</p><p>case of otherwise simultaneous blows, the opponent with the weapon which has</p><p>the lower speed factor will strike first. Thus, a blow from a fist occurs before a</p><p>blow with a dagger (1 to 2), a dagger before a short sword (2 to 3), a short</p><p>sword prior to a hammer (3 to 4), and so on.</p><p>Weapon Speed Factor: This number is indicative of the wieldiness of any</p><p>particular weapon, how long it takes to ready the weapon against an</p><p>opponent, or how long it takes to recover and move it in its attack mode. A</p><p>pike, for example, is a 13, as it must be lowered, grasped, and then held/thrust</p><p>firmly. Such a weapon is not usable in dungeon settings, or anywhere else</p><p>without masses of other pikes to support it. In the latter case, an opponent</p><p>surviving the first attack from the bearer of the pike will likely be able to strike</p><p>several times before recovery of the pike for a second thrust. This is further</p><p>detailed below. A two-handed sword, with a 10 speed factor, likewise requires</p><p>a lengthy readying time and recovery period after its attack due to its size and</p><p>weight.</p><p>When weapon speed factor is the determinant of which opponent strikes first</p><p>in a melee round, there is a chance that one opponent will be entitled to</p><p>multiple attacks. Compare the score of the lower-factored weapon with that of</p><p>the higher. If the difference is at least twice the factor of the lower, or 5 or</p><p>more factors in any case, the opponent with the lower factored weapon is</p><p>entitled to 2 attacks before the opponent with the higher weapon factor is</p><p>entitled to any attack whatsoever. If the difference is 10 or greater, the</p><p>opponent with the lower-factored weapon is entitled to 2 attacks before the</p><p>opponent is allowed to attack, and 1 further attack at the same time the</p><p>opponent with the higher-speed-factored weapon finally is allowed to attack.</p><p>Note that such speed factor considerations are not applicable when either</p><p>closing or charging to melee, but after an initial round of combat, or in cases</p><p>where closing/charging was not necessary, the speed factor considerations</p><p>are applicable.</p><p>Other Weapon Factor Determinants: The speed factor of a weapon</p><p>also determines when the weapon strikes during the course of the round with</p><p>respect to opponents who are engaged in activity other than striking blows.</p><p>Thus, suppose side A, which has achieved initiative (action) for the round, has</p><p>a magic-user engaged in casting a spell. Compare the speed factor of the</p><p>weapon with the number of segments which the spell will require to cast to</p><p>determine if the spell or the weapon will be cast/strike first, subtracting the</p><p>losing die roll on the initiative die roll from the weapon factor and treating</p><p>negative results as positive. Example: A sword with a factor of 5 (broad or</p><p>long) is being used by an opponent of a magic-user attempting to cast a</p><p>fireball spell (3 segment casting time). If the sword-wielding attacker was</p><p>represented by a losing initiative die roll of 1, the spell will be cast prior to</p><p>the sword’s blow. A 2 will indicate that the spell and the blow are completed</p><p>simultaneously. A 3-5 will indicate that the blow has a chance of striking (if a</p><p>successful “to hit” roll is made) before the spell is cast, arriving either as the</p><p>spell is begun or during the first segment of its casting. Suppose instead that</p><p>a dagger were being employed. It has a speed factor of only 2, so it will</p><p>strike prior to spell completion if the initiative roll which lost was 1-4 (the</p><p>adjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously</p><p>if the die score was a 5. If the weapon being employed was a two-handed</p><p>sword (or any other weapon with a speed factor of 10, or 9 for that matter)</p><p>there would be no chance for the reacting side to strike the spell caster prior</p><p>to completion of the fireball. Note that even though a spell takes but 1</p><p>segment to complete, this is 6 seconds, and during that period a reacting</p><p>attacker might be able to attack the magic-user or other spell caster prior to</p><p>actual completion of the spell! If combat is simultaneous, there is no</p><p>modification of the weapon speed factor.</p><p></p><p>There are also a few examples of combat with initiative.</p><p></p><p>1e PH page 105:</p><p></p><p>Example of Combat:</p><p>A party of 5 characters — a magic-user, a cleric, a thief, a human fighter,</p><p>and a dwarf fighter surprise an illusionist with 20 orcs. The opponents are 30’</p><p>distant, and the magic-user immediately begins casting a sleep spell. The</p><p>cleric also prepares to cast a spell, silence, 15’ radius. Meanwhile, the thief</p><p>darts to the rear of the party to attempt to hide in the shadows and attack</p><p>from behind when opportunity presents itself; the human fighter nocks an</p><p>arrow and shoots it at the illusionist; and the dwarf hurls an axe. The surprise</p><p>segment is over, and initiative is determined. The illusionist/orcs win initiative,</p><p>and while the former begins a spell of his own, the latter rush to attack,</p><p>hurling spears as they come. A spear hits the magic-user, so the sleep spell is</p><p>spoiled. The orcs are attacked by the fighters, the cleric casts his spell upon</p><p>the illusionist, and the magical silence both spoils his prismatic spray spell and</p><p>enhances the chances for the thief’s attack, for he is successfully slinking and</p><p>sliding around in the shadows. Thus, after surprise and 1 melee round, the</p><p>party has inflicted 2 hits upon the illusionist, spoiled his spell attack, and</p><p>felled one orc and wounded another. They have taken 3 spear hits and had</p><p>one of their spell attacks ruined.</p><p>Initiative is now checked for the second round. The illusionist/orcs again win</p><p>initiative and attack first, 5 orcs going after each fighter to grapple, 6 rushing</p><p>the magic-user, and 3 heading for the cleric. The fighters are pulled down, as is</p><p>the magic-user, but the cleric avoids their grasp. The illusionist begins casting</p><p>another spell, one which requires no verbal component; he does not hear the</p><p>thief behind him. It is now the party’s turn in the round. The cleric smites 1 of</p><p>the onrushing orcs and kills it, and the thief stabs the illusionist from behind with</p><p>his sword, killing him; the fighters and magic-user are held fast by orcs, so they</p><p>can do nothing. Round 2 is over.</p><p>The initiative roll in the third round goes to the party. The cleric kills another</p><p>orc, while the thief rushes at the orcs holding the nearest fighter. It is now the</p><p>orcs’ turn, and as their leader is dead and they still face 2 powerful opponents,</p><p>they will check morale. It is probable that they will kill the pinned characters</p><p>with dagger thrusts if their morale does not break, or that they will release the</p><p>pinned characters and run away if their morale is bad.</p><p></p><p>DMG page 71-72:</p><p></p><p>Example of Melee:</p><p>Party A (player characters) is composed of Aggro the Axe, a 4th level fighter;</p><p>Abner, a 5th level magic-user; Arkayn, a 4th level cleric; and Arlanni, a 2nd</p><p>level thief. They are hastening down a dungeon corridor in order to avoid an</p><p>encounter with a large group of goblins, whose territory they are now leaving.</p><p>It is a ten-foot wide corridor and they are moving with the cleric, fighter, and</p><p>thief in a line in front, followed closely by the magic-user. Suddenly they round</p><p>a bend and confront party B, who are earnestly engaged in squabbling over</p><p>some treasure. Party B is composed of Gutboy Barrelhouse, a 6th level dwarf</p><p>fighter; Balto, a 1st level monk; Blastum, a 4th level magic-user; and Barjin, a</p><p>4th/5th level half-elf fighter/magic-user.</p><p>The first thing the DM must do is determine if either party is surprised. He rolls a</p><p>d6 for party B (where the players can see it, since there are no secret modifiers)</p><p>and a 2 comes up. The leader for the players rolls and gets a 4 for party A.</p><p>Party B is surprised (since they rolled a 2), and will be inactive for 2 segments.</p><p>Next the DM checks distance, and finds that the parties are only 10’ apart —</p><p>sufficiently near to close and strike.</p><p>Party A immediately recognizes party B as a group of “evil marauders” they</p><p>were warned against and moves to attack. First, Arlanni the thief, who had her</p><p>sling ready (as the player had stated previous to the encounter), fires a shot at</p><p>Blastum, who is obviously a magic-user. A sling bullet gains +3 “to hit” vs. no</p><p>armor. Arlanni would usually need an 11 to hit, but now needs only an 8. She</p><p>rolls a 5, and misses.</p><p>Aggro the fighter rushes forward to attack the nearest opponent, who happens</p><p>to be Balto, the monk. Balto is wearing no armor, so Aggro needs a base 8 to</p><p>hit Balto. However, Aggro is using a +1 hand axe, and furthermore an axe is</p><p>+1 to hit vs. no armor, so Aggro’s adjusted amount needed to hit is only 6 (or,</p><p>alternately, the cumulative +2 could be added to whatever he rolls to improve</p><p>his chances of rolling an 8 or better). Aggro rolls a 14 and hits Balto, but only</p><p>1 point of damage is rolled, plus a 1 point bonus from the magic axe (2 points</p><p>total), and Balto can take 4.</p><p>Meanwhile, Abner and Arkayn have been preparing short (first level) spells. The</p><p>cleric shouts a command of “surrender!” at Gutboy Barrelhouse, but Gutboy is</p><p>6th level and thus gets a saving throw. Furthermore, he is a dwarf with a</p><p>constitution of 16, and thus saves at +4. He therefore needs a 10 or better to</p><p>save (instead of a 14). He rolls a 17 and saves easily. Unfortunately, he is</p><p>almost simultaneously hit by two magic missiles from Abner, the magic-user.</p><p>Against these there is no save, and Gutboy suffers 6 points of damage (from a</p><p>possible 4-10).</p><p>As party B is surprised for 2 segments, party A has a chance to hit in each</p><p>segment as if they were full rounds (this does not apply to spell use, of course).</p><p>In the second segment, Arlanni chooses to set down her crossbow and</p><p>unsheathe her sword. Aggro would normally get another chance to hit Balto,</p><p>who would be inactive for another segment, but Balto’s dexterity allows him a</p><p>+1 reaction adjustment, which means that he personally will be surprised for</p><p>one less segment than the rest of his party. So this segment he is up and on his</p><p>guard, and Aggro does not get another hit attempt this round. Arkayn the cleric</p><p>readies his mace as Abner steps back and begins to unroll a scroll for use next</p><p>round.</p><p>Now initiative dice are rolled, and party A’s score is lower, so party B gets to</p><p>react to the assault. Balto attacks Aggro (who is in AC 2) with his staff. He</p><p>needs a base 18 to hit, and the –7 armor class adjustment for sword vs. plate</p><p>mail and shield makes this a 20. He (the DM) rolls a 19 — almost, but not</p><p>quite! Gutboy Barrelhouse and Barjin the fighter/magic-user both attack</p><p>Arkayn. That cleric’s AC is only 5. Gutboy has +1 to hit due to strength, and his</p><p>hammer’s armor class adjustment vs. scale mail and shield is +1, so he needs a</p><p>9 or better to hit (11 before bonuses). He rolls a 12 and hits for 5 points of</p><p>damage (including 1 point of bonus damage from strength). Barjin, with a</p><p>sword, needs a 13 or better to hit Arkayn. He rolls a 13 exactly, and hits for 6</p><p>more points of damage. Arkayn is starting to have second thoughts about this</p><p>whole affair.</p><p>Meanwhile, Blastum has been preparing a shocking grasp spell, and now he</p><p>steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief,</p><p>delivering 10 points of damage (1-8 + 4). There is no saving throw: Arlanni has</p><p>only 8 hit points, and dies.</p><p>On the left, Aggro again attacks Balto with his axe. He rolls a 12 and hits him</p><p>for 5 points. Balto only had two points left, so he is dead.</p><p>Arkayn chooses to attempt to hit Gutboy Barrelhouse. The dwarf is clad in splint</p><p>mail, but he is carrying a +2 shield, so his effective armor class is 1 (though his</p><p>AC type is 3). Arkayn needs a base 17 to hit AC 1, but using a mace vs. AC</p><p>type 3 gives him a +1 armor class adjustment, so he really only needs a 16 or</p><p>better. He rolls a 7 and misses.</p><p>During this time Abner has been reading a web spell from the scroll, and now it</p><p>takes effect. The web stretches from wall to wall and entangles Gutboy, Barjin,</p><p>Blastum (who was beginning spell preparations, though now they’re ruined and</p><p>the spell is lost), and the unfortunate Arkayn, who was too near not to get</p><p>caught. All attempt saving throws, but only Gutboy Barrelhouse makes his, and</p><p>thus is only partially entangled. However, even his 17 strength will not enable</p><p>him to escape the web in time to avoid being subsequently subdued or killed by</p><p>Aggro. The melee is effectively over: Arkayn can be helped out of the web by</p><p>his friends, while Barjin and Blastum are basically helpless to avoid whatever</p><p>the player characters have in mind concerning them.</p><p>As you can see, a large number of things can happen in each round of</p><p>melee, yet this whole fight took only two minutes of game time. Some melees</p><p>will last far longer. It may seem at first as if there is a tremendous number of</p><p>confusing variables that modify the action, but you’ll be surprised at how</p><p>quickly you’ll be able to conduct a complicated melee and routinely cover</p><p>every point. An experienced DM can do it with only an occasional reference</p><p>to the tables (though it is not recommended that you try this — wait until it</p><p>comes naturally). The main thing to remember is to do everything in an</p><p>orderly, step-by-step fashion. Deal with your players’ actions and reactions</p><p>one by one instead of all at once, or you will never be able to keep track of</p><p>what round it is, and who’s doing what when.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9381369, member: 2209"] 1e initiative for the basics you look to the 1e PH page 104 and the 1e DMG page 62: PH page 104: INITIATIVE The initiative factor affects who can do what and when during the course of an encounter of any sort. Surprise, already covered heretofore, obviates the need for initiative checks, as the surprising party has complete freedom of action for a time. However, surprise eventually wanes, and then, just as in other circumstances, the relative weight of action must be determined. Initiative allows one group, the party or the monster(s), to begin some course of action prior to the other group. Actions affected by initiative are many and include slamming a door, fleeing, moving to grapple or melee, a call for a truce or surrender, firing wands, discharging missiles, beginning a spell, and so on. The initiative check is typically made with 2 six-sided dice, 1d6 for the party, and another of a different size or color for the creatures encountered. This check is made each round of play where first action is a factor. Because a round is a full minute long, dexterity seldom is a factor in the determination of which side acts first. However, if one group is slowed or hasted, or one or more members of the group are, the initiative will always go to the non-slowed or hasted side. In most other cases, the group with the higher die score will always act first. For effects of initiative in fighting, see COMBAT hereafter. PH page 105 adds: First Strike: The 1 minute melee round assumes much activity — rushes, retreats, feints, parries, checks, and so on. Once during this period each combatant has the opportunity to get a real blow in. Usually this is indicated by initiative, but sometimes other circumstances will prevail. High level fighters get multiple blows per round, so they will usually strike first and last in a round. Slowed creatures always strike last. Hasted/speeded creatures strike first. A solid formation of creatures with long weapons will strike opponents with shorter weapons first, a rushing opponent will be struck first by a pole arm/spear set in its path. Your DM will adjudicate such matters with common sense. When important single combats occur, then dexterities and weapons factors will be used to determine the order and number of strikes in a round. 1e DMG page 62: Initiative: Surprise gives initiative to the non- or less-surprised party. It is otherwise determined when an encounter occurs and at the start of each combat round. It indicates which of the two parties will act/react. Again, a d6 is rolled, and the scores for the two parties are compared. (It is recommended that such initiative rolls be made openly unless there is some reason to hide that of the encountered monster party — such as special bonuses which would be unknown to the player characters involved.) The higher of the two rolls is said to possess the initiative for that melee round. (While it is not accurate to roll one die for all individuals comprising each party, it is a convenient and necessary expedient. Separate rolls could be made for each member of two small groups, for instance, but what happens to this simple, brief determination if one party consists of 9 characters and 6 henchmen and the other of 7 giants and 19 dire wolves, let us say?) Possession of initiative allows the individuals to take action or reaction as desired according to the foregoing list of alternatives, and as detailed hereafter. The dexterity or speed of individuals or weapons is not considered in the 1 minute round except as hereafter noted. Initiative For Creatures With Multiple Attack Routines: When one or more creatures involved in combat are permitted to use their attack routines twice or more often during the round, then the following initiative determinants are employed. When the attack routine may be used twice, then allow the side with this advantage to attack FIRST and LAST with those members of its group who have this advantage. If it is possessed by both parties, the initiative roll determines which group strikes FIRST and THIRD, which group strikes SECOND and LAST. If one or both groups have members allowed only one attack routine, it will always fall in the middle of the other attacks, the order determined by dicing for initiative, when necessary. If one party has the ability to employ its attack routines thrice, then the other party dices for initiative to see if it, or the multi-routine group, strikes first in the mid-point of the round. Extrapolate for routines which occur four or more times in a round by following the method above. Note that a routine is the attack or attacks usual to the creature concerned, i.e. a weapon (or weapons) for a character, a claw/claw/bite routine for a bear (with incidental damage assessed as it occurs — the hug, for example). A 12th level fighter is allowed attack routines twice in every odd numbered melee round, for example, and this moves up to three per round if a haste spell is cast upon the fighter. Damage from successful attacks is assessed when the “to hit” score is made and damage determined, the creature so taking damage having to survive it in order to follow its attack routine. Ties: It will often occur that initiative determination results in a tie. This merely indicates that each party has equal chances for acting and that attacks occur simultaneously. In cases of equal initiative score, damage accrues to both groups regardless of what is inflicted. Also page 65 of the DMG has a note on spellcasting in melee SPELL CASTING DURING MELEE These functions are fully detailed in PLAYERS HANDBOOK. Their commencement is dictated by initiative determination as with other attack forms, but their culmination is subject to the stated casting time. Both commencement and/or completion can occur simultaneously with missile discharge, magical device attacks, and/or turning undead. Being struck by something during casting will spoil the spell. 2. Attacks directed at spell casters will come on that segment of the round shown on the opponent’s or on their own side’s initiative die, whichever is applicable. (If the spell caster’s side won the initiative with a roll of 5, the attack must come then, not on the opponent’s losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round. Then there are a couple more DMG complications explained on page 66-67: Melee At End of Charge: Initiative is NOT checked at the end of charge movement. The opponent with the longer weapon/reach attacks first. Charging creatures gain +2 on their “to hit” dice if they survive any non-charging or charging opponent attacks which occur first. Weapon length and first strike are detailed under Strike Blows. Only one charge move can be made each turn; thus an interval of 9 rounds must take place before a second charge movement can be made. Set Weapons Against Possible Opponent Charge: Setting weapons is simply a matter of bracing such piercing weapons as spears, spiked pole arms, forks, glaives, etc. so as to have the butt of the shaft braced against an unyielding surface. The effect of such a weapon upon a charging (or leaping, pouncing, falling, or otherwise onrushing) opponent is to cause such opponent to impale itself and take double normal damage if a hit is so scored. Example: Character A sets her spear with its butt firmly braced upon the floor just as a giant toad hops at her (attacking); if the spear impales the creature, it will score double indicated damage (d8 × 2). Note that in this case initiative is automatically given to the set spear as it will obviously take effect prior to any attack routine of the toad, and that two dice are not rolled, but the result of the d8 roll is multiplied by 2. Strike Blows: As previously stated, initiative is the key factor as to which side strikes blows first each melee round. This is modified by creatures with multiple attack routines, whether by natural or magical ability (such as haste). It is also modified by weapon length when one opponent is charging (or otherwise closing precipitously) into melee contact. Simultaneous Initiative: When opponents in melee have tied for initiative, blows (attack routines included) occur simultaneously, except when both opponents are using weapons. Each weapon has a speed factor, and in the case of otherwise simultaneous blows, the opponent with the weapon which has the lower speed factor will strike first. Thus, a blow from a fist occurs before a blow with a dagger (1 to 2), a dagger before a short sword (2 to 3), a short sword prior to a hammer (3 to 4), and so on. Weapon Speed Factor: This number is indicative of the wieldiness of any particular weapon, how long it takes to ready the weapon against an opponent, or how long it takes to recover and move it in its attack mode. A pike, for example, is a 13, as it must be lowered, grasped, and then held/thrust firmly. Such a weapon is not usable in dungeon settings, or anywhere else without masses of other pikes to support it. In the latter case, an opponent surviving the first attack from the bearer of the pike will likely be able to strike several times before recovery of the pike for a second thrust. This is further detailed below. A two-handed sword, with a 10 speed factor, likewise requires a lengthy readying time and recovery period after its attack due to its size and weight. When weapon speed factor is the determinant of which opponent strikes first in a melee round, there is a chance that one opponent will be entitled to multiple attacks. Compare the score of the lower-factored weapon with that of the higher. If the difference is at least twice the factor of the lower, or 5 or more factors in any case, the opponent with the lower factored weapon is entitled to 2 attacks before the opponent with the higher weapon factor is entitled to any attack whatsoever. If the difference is 10 or greater, the opponent with the lower-factored weapon is entitled to 2 attacks before the opponent is allowed to attack, and 1 further attack at the same time the opponent with the higher-speed-factored weapon finally is allowed to attack. Note that such speed factor considerations are not applicable when either closing or charging to melee, but after an initial round of combat, or in cases where closing/charging was not necessary, the speed factor considerations are applicable. Other Weapon Factor Determinants: The speed factor of a weapon also determines when the weapon strikes during the course of the round with respect to opponents who are engaged in activity other than striking blows. Thus, suppose side A, which has achieved initiative (action) for the round, has a magic-user engaged in casting a spell. Compare the speed factor of the weapon with the number of segments which the spell will require to cast to determine if the spell or the weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive. Example: A sword with a factor of 5 (broad or long) is being used by an opponent of a magic-user attempting to cast a fireball spell (3 segment casting time). If the sword-wielding attacker was represented by a losing initiative die roll of 1, the spell will be cast prior to the sword’s blow. A 2 will indicate that the spell and the blow are completed simultaneously. A 3-5 will indicate that the blow has a chance of striking (if a successful “to hit” roll is made) before the spell is cast, arriving either as the spell is begun or during the first segment of its casting. Suppose instead that a dagger were being employed. It has a speed factor of only 2, so it will strike prior to spell completion if the initiative roll which lost was 1-4 (the adjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously if the die score was a 5. If the weapon being employed was a two-handed sword (or any other weapon with a speed factor of 10, or 9 for that matter) there would be no chance for the reacting side to strike the spell caster prior to completion of the fireball. Note that even though a spell takes but 1 segment to complete, this is 6 seconds, and during that period a reacting attacker might be able to attack the magic-user or other spell caster prior to actual completion of the spell! If combat is simultaneous, there is no modification of the weapon speed factor. There are also a few examples of combat with initiative. 1e PH page 105: Example of Combat: A party of 5 characters — a magic-user, a cleric, a thief, a human fighter, and a dwarf fighter surprise an illusionist with 20 orcs. The opponents are 30’ distant, and the magic-user immediately begins casting a sleep spell. The cleric also prepares to cast a spell, silence, 15’ radius. Meanwhile, the thief darts to the rear of the party to attempt to hide in the shadows and attack from behind when opportunity presents itself; the human fighter nocks an arrow and shoots it at the illusionist; and the dwarf hurls an axe. The surprise segment is over, and initiative is determined. The illusionist/orcs win initiative, and while the former begins a spell of his own, the latter rush to attack, hurling spears as they come. A spear hits the magic-user, so the sleep spell is spoiled. The orcs are attacked by the fighters, the cleric casts his spell upon the illusionist, and the magical silence both spoils his prismatic spray spell and enhances the chances for the thief’s attack, for he is successfully slinking and sliding around in the shadows. Thus, after surprise and 1 melee round, the party has inflicted 2 hits upon the illusionist, spoiled his spell attack, and felled one orc and wounded another. They have taken 3 spear hits and had one of their spell attacks ruined. Initiative is now checked for the second round. The illusionist/orcs again win initiative and attack first, 5 orcs going after each fighter to grapple, 6 rushing the magic-user, and 3 heading for the cleric. The fighters are pulled down, as is the magic-user, but the cleric avoids their grasp. The illusionist begins casting another spell, one which requires no verbal component; he does not hear the thief behind him. It is now the party’s turn in the round. The cleric smites 1 of the onrushing orcs and kills it, and the thief stabs the illusionist from behind with his sword, killing him; the fighters and magic-user are held fast by orcs, so they can do nothing. Round 2 is over. The initiative roll in the third round goes to the party. The cleric kills another orc, while the thief rushes at the orcs holding the nearest fighter. It is now the orcs’ turn, and as their leader is dead and they still face 2 powerful opponents, they will check morale. It is probable that they will kill the pinned characters with dagger thrusts if their morale does not break, or that they will release the pinned characters and run away if their morale is bad. DMG page 71-72: Example of Melee: Party A (player characters) is composed of Aggro the Axe, a 4th level fighter; Abner, a 5th level magic-user; Arkayn, a 4th level cleric; and Arlanni, a 2nd level thief. They are hastening down a dungeon corridor in order to avoid an encounter with a large group of goblins, whose territory they are now leaving. It is a ten-foot wide corridor and they are moving with the cleric, fighter, and thief in a line in front, followed closely by the magic-user. Suddenly they round a bend and confront party B, who are earnestly engaged in squabbling over some treasure. Party B is composed of Gutboy Barrelhouse, a 6th level dwarf fighter; Balto, a 1st level monk; Blastum, a 4th level magic-user; and Barjin, a 4th/5th level half-elf fighter/magic-user. The first thing the DM must do is determine if either party is surprised. He rolls a d6 for party B (where the players can see it, since there are no secret modifiers) and a 2 comes up. The leader for the players rolls and gets a 4 for party A. Party B is surprised (since they rolled a 2), and will be inactive for 2 segments. Next the DM checks distance, and finds that the parties are only 10’ apart — sufficiently near to close and strike. Party A immediately recognizes party B as a group of “evil marauders” they were warned against and moves to attack. First, Arlanni the thief, who had her sling ready (as the player had stated previous to the encounter), fires a shot at Blastum, who is obviously a magic-user. A sling bullet gains +3 “to hit” vs. no armor. Arlanni would usually need an 11 to hit, but now needs only an 8. She rolls a 5, and misses. Aggro the fighter rushes forward to attack the nearest opponent, who happens to be Balto, the monk. Balto is wearing no armor, so Aggro needs a base 8 to hit Balto. However, Aggro is using a +1 hand axe, and furthermore an axe is +1 to hit vs. no armor, so Aggro’s adjusted amount needed to hit is only 6 (or, alternately, the cumulative +2 could be added to whatever he rolls to improve his chances of rolling an 8 or better). Aggro rolls a 14 and hits Balto, but only 1 point of damage is rolled, plus a 1 point bonus from the magic axe (2 points total), and Balto can take 4. Meanwhile, Abner and Arkayn have been preparing short (first level) spells. The cleric shouts a command of “surrender!” at Gutboy Barrelhouse, but Gutboy is 6th level and thus gets a saving throw. Furthermore, he is a dwarf with a constitution of 16, and thus saves at +4. He therefore needs a 10 or better to save (instead of a 14). He rolls a 17 and saves easily. Unfortunately, he is almost simultaneously hit by two magic missiles from Abner, the magic-user. Against these there is no save, and Gutboy suffers 6 points of damage (from a possible 4-10). As party B is surprised for 2 segments, party A has a chance to hit in each segment as if they were full rounds (this does not apply to spell use, of course). In the second segment, Arlanni chooses to set down her crossbow and unsheathe her sword. Aggro would normally get another chance to hit Balto, who would be inactive for another segment, but Balto’s dexterity allows him a +1 reaction adjustment, which means that he personally will be surprised for one less segment than the rest of his party. So this segment he is up and on his guard, and Aggro does not get another hit attempt this round. Arkayn the cleric readies his mace as Abner steps back and begins to unroll a scroll for use next round. Now initiative dice are rolled, and party A’s score is lower, so party B gets to react to the assault. Balto attacks Aggro (who is in AC 2) with his staff. He needs a base 18 to hit, and the –7 armor class adjustment for sword vs. plate mail and shield makes this a 20. He (the DM) rolls a 19 — almost, but not quite! Gutboy Barrelhouse and Barjin the fighter/magic-user both attack Arkayn. That cleric’s AC is only 5. Gutboy has +1 to hit due to strength, and his hammer’s armor class adjustment vs. scale mail and shield is +1, so he needs a 9 or better to hit (11 before bonuses). He rolls a 12 and hits for 5 points of damage (including 1 point of bonus damage from strength). Barjin, with a sword, needs a 13 or better to hit Arkayn. He rolls a 13 exactly, and hits for 6 more points of damage. Arkayn is starting to have second thoughts about this whole affair. Meanwhile, Blastum has been preparing a shocking grasp spell, and now he steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief, delivering 10 points of damage (1-8 + 4). There is no saving throw: Arlanni has only 8 hit points, and dies. On the left, Aggro again attacks Balto with his axe. He rolls a 12 and hits him for 5 points. Balto only had two points left, so he is dead. Arkayn chooses to attempt to hit Gutboy Barrelhouse. The dwarf is clad in splint mail, but he is carrying a +2 shield, so his effective armor class is 1 (though his AC type is 3). Arkayn needs a base 17 to hit AC 1, but using a mace vs. AC type 3 gives him a +1 armor class adjustment, so he really only needs a 16 or better. He rolls a 7 and misses. During this time Abner has been reading a web spell from the scroll, and now it takes effect. The web stretches from wall to wall and entangles Gutboy, Barjin, Blastum (who was beginning spell preparations, though now they’re ruined and the spell is lost), and the unfortunate Arkayn, who was too near not to get caught. All attempt saving throws, but only Gutboy Barrelhouse makes his, and thus is only partially entangled. However, even his 17 strength will not enable him to escape the web in time to avoid being subsequently subdued or killed by Aggro. The melee is effectively over: Arkayn can be helped out of the web by his friends, while Barjin and Blastum are basically helpless to avoid whatever the player characters have in mind concerning them. As you can see, a large number of things can happen in each round of melee, yet this whole fight took only two minutes of game time. Some melees will last far longer. It may seem at first as if there is a tremendous number of confusing variables that modify the action, but you’ll be surprised at how quickly you’ll be able to conduct a complicated melee and routinely cover every point. An experienced DM can do it with only an occasional reference to the tables (though it is not recommended that you try this — wait until it comes naturally). The main thing to remember is to do everything in an orderly, step-by-step fashion. Deal with your players’ actions and reactions one by one instead of all at once, or you will never be able to keep track of what round it is, and who’s doing what when. [/QUOTE]
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