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EB's Tyranny of Dragons - OOC (full)
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<blockquote data-quote="Leif" data-source="post: 7422578" data-attributes="member: 48762"><p>EB, you can certainly run your game any way that you see fit, but I just can't resist pointing out some 3.5 practices that appear to have crept into your 1E game: In 1E, Dex did not modify initiative. Initiative was a straight, unmodified d6 roll for each side. Tied initiative was obviously much more common then, and combatants with tied initiative acted in order of highest Dexterity first. The reaction/attacking adjustment of dexterity was applied to reduce the number of segments of surprise a combatant suffered. For example, say a patrol of Orc guards rounds a corner and encounters an adventuring party taking a moment's rest. The Orcs roll a 5 on a d6 for surprise, and the adventurers roll a 2. Combatants are ordinarily only surprised on a 1 or 2, but some monsters have abilities that alter this, and likewise a combatant only surprised a foe if a 5 or a 6 was rolled for surprise.. Ordinarily, this would give the Orcs three segments (a segment was a 6 second division of a one minute melee round) of surprise in which to act, and a melee combatant gets a full array of attacks each segment against a foe who is surprised. The Dexterity reaction/attacking adjustment reduces the number of segments a surprised character suffers, so the thief with a 17 (+2 reaction/attacking, -3 AC) is only surprised for a single segment before initiative is rolled.</p><p></p><p>This was an unusually complicated system, and I assume and hope that this is why it was scrapped in later editions. I just wanted you to be aware of it, since this is supposedly a 1E game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Leif, post: 7422578, member: 48762"] EB, you can certainly run your game any way that you see fit, but I just can't resist pointing out some 3.5 practices that appear to have crept into your 1E game: In 1E, Dex did not modify initiative. Initiative was a straight, unmodified d6 roll for each side. Tied initiative was obviously much more common then, and combatants with tied initiative acted in order of highest Dexterity first. The reaction/attacking adjustment of dexterity was applied to reduce the number of segments of surprise a combatant suffered. For example, say a patrol of Orc guards rounds a corner and encounters an adventuring party taking a moment's rest. The Orcs roll a 5 on a d6 for surprise, and the adventurers roll a 2. Combatants are ordinarily only surprised on a 1 or 2, but some monsters have abilities that alter this, and likewise a combatant only surprised a foe if a 5 or a 6 was rolled for surprise.. Ordinarily, this would give the Orcs three segments (a segment was a 6 second division of a one minute melee round) of surprise in which to act, and a melee combatant gets a full array of attacks each segment against a foe who is surprised. The Dexterity reaction/attacking adjustment reduces the number of segments a surprised character suffers, so the thief with a 17 (+2 reaction/attacking, -3 AC) is only surprised for a single segment before initiative is rolled. This was an unusually complicated system, and I assume and hope that this is why it was scrapped in later editions. I just wanted you to be aware of it, since this is supposedly a 1E game. :) [/QUOTE]
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