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At last - my AD&D campaign has started!
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<blockquote data-quote="Water Bob" data-source="post: 5788526" data-attributes="member: 92305"><p>I played it too, for many years. 1E AD&D was my introduction to role playing. But, I played as I was taught, not as (I discovered much later) as laid out in the 1E AD&D DMG.</p><p> </p><p>Have you looked at that system, or are you playing the way someone has taught you--the way you've always played? To this day, there are still arguments about how AD&D is supposed to be played by the rules.</p><p> </p><p><a href="http://knights-n-knaves.com/dmprata/ADDICT.pdf" target="_blank">THIS</a> page is a summary flow chart of the AD&D combat system. Annotations are provided to show where the rule came from (AD&D combat rules are scattered all over the place--a major reason the AD&D by-the-book combat system is hard to grasp).</p><p> </p><p>What is listed there is definitely not an easy system to master.</p><p> </p><p> </p><p> </p><p>EDIT: Some interesting rules from the AD&D combat system...</p><p> </p><p>Initiative is made by throwing a single, unmodified d6 die for each side of the combat (not individuals). But, archers and others using missiles in combat use their DEX reaction adjustment as a modifier to the group initiative throw on an <em>individual</em> basis.</p><p> </p><p>Multiple attacks are typically split up, allowing the enemy to attack as well. For example, if your fighter gets two attacks per round, fighting an enemy that gets one attack per round, then the order of attacks is: Fighter, Opponent, Fighter. The two attacks per round for the fighter means he goes first and last. This gets confusing if the Opponent has initiative, because the fighter must be allowed to attack first.</p><p> </p><p>When charging, the charging character cannot use his DEX bonus for defense and is, in fact, considered one AC lower than normal.</p><p> </p><p>Spells must be announced at the beginning of a round but typically are played out much later in the round.</p><p> </p><p>Weapon speed factors are not normally used--they're consulted with initiative results in a tie. Weapons with low speed factors can sometimes pick up extra attacks during the round.</p><p> </p><p>Follow that Example Combat round provided in the document--that's what I mean by "complicted".</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5788526, member: 92305"] I played it too, for many years. 1E AD&D was my introduction to role playing. But, I played as I was taught, not as (I discovered much later) as laid out in the 1E AD&D DMG. Have you looked at that system, or are you playing the way someone has taught you--the way you've always played? To this day, there are still arguments about how AD&D is supposed to be played by the rules. [URL="http://knights-n-knaves.com/dmprata/ADDICT.pdf"]THIS[/URL] page is a summary flow chart of the AD&D combat system. Annotations are provided to show where the rule came from (AD&D combat rules are scattered all over the place--a major reason the AD&D by-the-book combat system is hard to grasp). What is listed there is definitely not an easy system to master. EDIT: Some interesting rules from the AD&D combat system... Initiative is made by throwing a single, unmodified d6 die for each side of the combat (not individuals). But, archers and others using missiles in combat use their DEX reaction adjustment as a modifier to the group initiative throw on an [I]individual[/I] basis. Multiple attacks are typically split up, allowing the enemy to attack as well. For example, if your fighter gets two attacks per round, fighting an enemy that gets one attack per round, then the order of attacks is: Fighter, Opponent, Fighter. The two attacks per round for the fighter means he goes first and last. This gets confusing if the Opponent has initiative, because the fighter must be allowed to attack first. When charging, the charging character cannot use his DEX bonus for defense and is, in fact, considered one AC lower than normal. Spells must be announced at the beginning of a round but typically are played out much later in the round. Weapon speed factors are not normally used--they're consulted with initiative results in a tie. Weapons with low speed factors can sometimes pick up extra attacks during the round. Follow that Example Combat round provided in the document--that's what I mean by "complicted". [/QUOTE]
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