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<blockquote data-quote="Philotomy Jurament" data-source="post: 3742132" data-attributes="member: 20854"><p>Thanks!</p><p></p><p></p><p>No problem. I knew up-front that this one wouldn't be for everyone. In my <a href="http://www.philotomy.com/#initiative" target="_blank">musing on initiative and combat</a>, I mention that this sequence is much heavier than my usual approach (which is *very* fast-and-loose). However, lately I've been wanting to try a more "wargamey" approach to combat, and this sequence hit the notes I was looking for.</p><p></p><p>I've run two OD&D sessions with these rules, so it's a new thing for me, too (although I've also run about a dozen "playtest combats"). So far, it's been well-received by my players. We'll see how things progress. As I mentioned, one of the things I like about this sequence is that there's the "lite" version, as well (i.e. the approach T. Foster posts about in this thread); I may need to add that to my combat sequence page. I could see using both versions in the same game, depending on the situation.</p><p></p><p></p><p></p><p>I'm not sure that I'm following you; can you give me an example?</p><p></p><p></p><p>I could see that being an issue in a mass combat (i.e. what the <em>Swords & Spells</em> rules were written to cover), but I haven't found it to be a problem with man-to-man melees (not so far, anyway). Of course, my PCs aren't high enough level to be casting spells that take a long time, yet. Also, the spell casting times are slightly simplified in my version (e.g. instead of trying to track a 1/2 round with this system, I compromise by using +1 spell phase, instead).</p><p></p><p></p><p>I'm not using that. Nor the S&S-specific rules for first strike. There are a couple other minor differences, as well (e.g. the rules for disengage/retreat, and the distance you're allowed to "sidestep" to intercept an enemy that's trying to flank).</p><p></p><p></p><p>Nah, you're not being a wet blanket. I expected some "that's too complicated" comments. I've been having a great time with OD&D, and experimenting with "open areas" in the rules is part of the fun, for me. I've been pleased with how this one is going, but it's still new to my game; repeated play may find me drifting more towards the simplified approach T. Foster outlined, and only bringing out the "full version" for special combats that merit the detail. We'll see.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3742132, member: 20854"] Thanks! No problem. I knew up-front that this one wouldn't be for everyone. In my [url=http://www.philotomy.com/#initiative]musing on initiative and combat[/url], I mention that this sequence is much heavier than my usual approach (which is *very* fast-and-loose). However, lately I've been wanting to try a more "wargamey" approach to combat, and this sequence hit the notes I was looking for. I've run two OD&D sessions with these rules, so it's a new thing for me, too (although I've also run about a dozen "playtest combats"). So far, it's been well-received by my players. We'll see how things progress. As I mentioned, one of the things I like about this sequence is that there's the "lite" version, as well (i.e. the approach T. Foster posts about in this thread); I may need to add that to my combat sequence page. I could see using both versions in the same game, depending on the situation. I'm not sure that I'm following you; can you give me an example? I could see that being an issue in a mass combat (i.e. what the [i]Swords & Spells[/i] rules were written to cover), but I haven't found it to be a problem with man-to-man melees (not so far, anyway). Of course, my PCs aren't high enough level to be casting spells that take a long time, yet. Also, the spell casting times are slightly simplified in my version (e.g. instead of trying to track a 1/2 round with this system, I compromise by using +1 spell phase, instead). I'm not using that. Nor the S&S-specific rules for first strike. There are a couple other minor differences, as well (e.g. the rules for disengage/retreat, and the distance you're allowed to "sidestep" to intercept an enemy that's trying to flank). Nah, you're not being a wet blanket. I expected some "that's too complicated" comments. I've been having a great time with OD&D, and experimenting with "open areas" in the rules is part of the fun, for me. I've been pleased with how this one is going, but it's still new to my game; repeated play may find me drifting more towards the simplified approach T. Foster outlined, and only bringing out the "full version" for special combats that merit the detail. We'll see. [/QUOTE]
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