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<blockquote data-quote="Voadam" data-source="post: 9468083" data-attributes="member: 2209"><p>Parts of it from the <a href="https://www.drivethrurpg.com/en/product/17003/players-handbook-1e?affiliate_id=17596" target="_blank">1e PH</a> are mostly fine. </p><p></p><p>There is a lot of wiggle room for the DM to throw in whatever consideration they want also. </p><p></p><p>I can't find any explanation of how spells are supposed to factor in normal round initiative (there is a clear explanation for the surprise round segments) or reverse engineer why a lot of spell timing things work out the way they do from the example combat. Why does 1 segment sleep not go off in the 1 segment of free action surprise round? 5 segment silence going off before later begun 7 segment prismatic spray makes sense but not sure how winning initiative would have interacted with a shorter spell. No idea why thief who looses initiative goes before the initiative winning illusionist's spell goes off.</p><p></p><p>Rate of fire for missile weapons is not explained but you can infer it works like multiple fighter attacks and that works. Or have them go simultaneously on normal initiative and that would work too.</p><p></p><p>Page 38:</p><p></p><p>Rate of fire is based on the turn (for table-top miniatures) or the melee round.</p><p></p><p>Page 43:</p><p></p><p>Casting Time shows the number of melee rounds, or segments of a melee round,</p><p>required to cast the spell. Remember that there are 10 segments to a melee round,</p><p>10 melee rounds to a turn. Some spells require additional time and preparation.</p><p></p><p>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 <strong>typically made</strong> 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>Page 104 again under the COMBAT section:</p><p></p><p>This form of fighting includes the use of hand-held weapons, natural weaponry</p><p>(claws, horns, teeth, etc.), grappling, and special or magical touch attacks, i.e.</p><p>poison, petrification, paralysis, energy level loss, etc. As with most other combat</p><p>forms, the first “blow” will be struck by the side gaining initiative during the</p><p>round. Surviving opponents will then be allowed their attacks. Note that haste</p><p>and slow spells will have the effects heretofore mentioned. Fighters able to strike</p><p>more than once during a round will attack once before opponents not able to do</p><p>so, regardless of initiative, but if fighter and fighter melee, initiative tells. <strong>Position</strong></p><p><strong>and weapon length will sometimes affect the order of attack in melee combat.</strong></p><p></p><p>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 <strong>[1 segment casting time]</strong>. The</p><p>cleric also prepares to cast a spell, silence, 15’ radius <strong>[5 segments casting time]</strong>. 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. <strong>A spear hits the magic-user, so the sleep spell is</strong></p><p><strong>spoiled.</strong> The orcs are attacked by the fighters, <strong>the cleric casts his spell upon</strong></p><p><strong>the illusionist</strong>, and the magical silence both spoils his prismatic spray spell <strong>[7 segments casting time]</strong> 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. <strong>The illusionist begins casting</strong></p><p><strong>another spell, one which requires no verbal component; he does not hear the</strong></p><p><strong>thief behind him. It is now the party’s turn in the round.</strong> The cleric smites 1 of</p><p>the onrushing orcs and kills it, and <strong>the thief stabs the illusionist from behind with</strong></p><p><strong>his sword, killing him</strong>; 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>Page 105:</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. <strong>A solid formation of</strong></p><p><strong>creatures with long weapons will strike opponents with shorter weapons first, a</strong></p><p><strong>rushing opponent will be struck first by a pole arm/spear set in its path. Your</strong></p><p><strong>DM will adjudicate such matters with common sense. When important single</strong></p><p><strong>combats occur, then dexterities and weapons factors will be used to determine</strong></p><p><strong>the order and number of strikes in a round.</strong></p></blockquote><p></p>
[QUOTE="Voadam, post: 9468083, member: 2209"] Parts of it from the [URL='https://www.drivethrurpg.com/en/product/17003/players-handbook-1e?affiliate_id=17596']1e PH[/URL] are mostly fine. There is a lot of wiggle room for the DM to throw in whatever consideration they want also. I can't find any explanation of how spells are supposed to factor in normal round initiative (there is a clear explanation for the surprise round segments) or reverse engineer why a lot of spell timing things work out the way they do from the example combat. Why does 1 segment sleep not go off in the 1 segment of free action surprise round? 5 segment silence going off before later begun 7 segment prismatic spray makes sense but not sure how winning initiative would have interacted with a shorter spell. No idea why thief who looses initiative goes before the initiative winning illusionist's spell goes off. Rate of fire for missile weapons is not explained but you can infer it works like multiple fighter attacks and that works. Or have them go simultaneously on normal initiative and that would work too. Page 38: Rate of fire is based on the turn (for table-top miniatures) or the melee round. Page 43: Casting Time shows the number of melee rounds, or segments of a melee round, required to cast the spell. Remember that there are 10 segments to a melee round, 10 melee rounds to a turn. Some spells require additional time and preparation. 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 [B]typically made[/B] 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. Page 104 again under the COMBAT section: This form of fighting includes the use of hand-held weapons, natural weaponry (claws, horns, teeth, etc.), grappling, and special or magical touch attacks, i.e. poison, petrification, paralysis, energy level loss, etc. As with most other combat forms, the first “blow” will be struck by the side gaining initiative during the round. Surviving opponents will then be allowed their attacks. Note that haste and slow spells will have the effects heretofore mentioned. Fighters able to strike more than once during a round will attack once before opponents not able to do so, regardless of initiative, but if fighter and fighter melee, initiative tells. [B]Position and weapon length will sometimes affect the order of attack in melee combat.[/B] 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 [B][1 segment casting time][/B]. The cleric also prepares to cast a spell, silence, 15’ radius [B][5 segments casting time][/B]. 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. [B]A spear hits the magic-user, so the sleep spell is spoiled.[/B] The orcs are attacked by the fighters, [B]the cleric casts his spell upon the illusionist[/B], and the magical silence both spoils his prismatic spray spell [B][7 segments casting time][/B] 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. [B]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.[/B] The cleric smites 1 of the onrushing orcs and kills it, and [B]the thief stabs the illusionist from behind with his sword, killing him[/B]; 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. Page 105: 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. [B]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.[/B] [/QUOTE]
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