I wonder why. The rules are so clear and intuitive. Especially the part about taking the absolute value of the difference between the attacker's weapon speed factor and the initiative roll and comparing it to the spell casting time.Back in the day the single most common house rule that I can remember was each DM's initiative system. Probably fewer than a quarter of the games I actually played in where the AD&D books were the default rules actually used segment initiative as written.
Hardly surprising, given the as-written 1e initiative system was close to unplayable.Back in the day the single most common house rule that I can remember was each DM's initiative system. Probably fewer than a quarter of the games I actually played in where the AD&D books were the default rules actually used segment initiative as written.
It was fine in the AD&D PHB. It’s only when you try to use every caveat and Dragon article and later supplement that it becomes insane.Hardly surprising, given the as-written 1e initiative system was close to unplayable.
Fair enough, though even the stock PHB version could still use a lot of help (the biggest change being individual initiatives rather than group, rerolled each round).It was fine in the AD&D PHB. It’s only when you try to use every caveat and Dragon article and later supplement that it becomes insane.
Hardly surprising, given the as-written 1e initiative system was close to unplayable.
I think you misspelled "Dungeon Master's Guide" in that second sentence. Without any Dragon articles or supplements the system detailed purely in the DMG is already extremely opaque, complex, and full of special cases, making it indecipherable to most players. Even those able to puzzle it out inevitably simplify it, cutting out or altering usually not just edge cases like potion onset times but more core elements like how segments work.It was fine in the AD&D PHB. It’s only when you try to use every caveat and Dragon article and later supplement that it becomes insane.
One of my gaming white whales is to fix the 1E initiative system to make it clear and understandable and simplify it a little so my players can also understand it.AD&D initiative works fine, if needlessly fiddly*. It's mostly 1d6 to go first, with a bunch of exceptions. If it had been explained completely, clearly, and concisely in a single section of text with some useful examples, it would... still have been ignored for houserules or BX/BECMI ports by half the groups, but not been so widely seen as a nightmare. It's complex, it's hard to parse, it's not that hard to implement.
*Needlessly being obviously subjective. And all the segment-counting does serve a purpose (especially the part where it delineates when during the round a caster's spell can be disrupted). However, man there are simpler ways to accomplish the same basic outcomes.
Not really. The PH was written with thinking still largely orienting around the OD&D combat rules. It has TWO (count 'em! TWO!) pages talking about actual combat rules (pp104-105). Everything not covered there had to be imported from OD&D (or even Chainmail) for another year. The actual full 1E rules came to light that following year with the publication of the DMG, where those rules ballooned to, I believe, 24 pages and most definitely complicated the VERY simple d6 rolls and the side with higher roll goes first, with multiple, differing initiative procedures to be used based on PAIRS of opponents fighting each other with specific forms of combat (magic, melee, and missile fire).It was fine in the AD&D PHB. It’s only when you try to use every caveat and Dragon article and later supplement that it becomes insane.