Another thread got me curious. AD&D has the most convoluted, complicated combat round system (mostly the initiative ins-and-outs) of any D&D edition ever published. I don't think I've ever met anyone who has run 1E AD&D strictly by the book.
In my own games, way back when, so many years ago, we used to throw 1d10 for initiative, and we threw it individually. The throw was modified by DEX reaction modifier (yes, even melee strikes) and weapon speed factor. Although we used this system waaaayyy before 2nd edition came out, what we did looked more like 2E than it did 1E.
We also allowed a character to complete his entire round, including movement and all attacks, before the next guy in the initiative chain was allowed to act. I remember that we used casting time to modify initiative, too, and we'd let the mage player either decide at the beginning of the round which spell he would throw (so that he could include this modifier to nish). Or, the mage player had the option of picking his spell on his nish but then going later in the round (for example, if a mage threw 3 on his 1d10 nish throw, he could wait until his turn to decide to throw a spell. If that spell took 4 segments to cast, then the mage acted on nish 7 instead of nish 3, later in the round).
All of this, of course, flies in the face of what was written in the AD&D PHB and DMG. We didn't use Armor Adjustments to the attack roll, either (though we used them when 2E came around...curious).
THIS is a flow chart to help DMs run AD&D combat by the book, Rules As Written. Out of curiosity, did any of you blokes ever run AD&D as it is laid out in the rules? Did you master that beast?
Or, did you (like my group) find some sort of house-rule that made everybody happy?
It would be interesting to see all the permuations that the "official" AD&D combat rules inspired.
In my own games, way back when, so many years ago, we used to throw 1d10 for initiative, and we threw it individually. The throw was modified by DEX reaction modifier (yes, even melee strikes) and weapon speed factor. Although we used this system waaaayyy before 2nd edition came out, what we did looked more like 2E than it did 1E.
We also allowed a character to complete his entire round, including movement and all attacks, before the next guy in the initiative chain was allowed to act. I remember that we used casting time to modify initiative, too, and we'd let the mage player either decide at the beginning of the round which spell he would throw (so that he could include this modifier to nish). Or, the mage player had the option of picking his spell on his nish but then going later in the round (for example, if a mage threw 3 on his 1d10 nish throw, he could wait until his turn to decide to throw a spell. If that spell took 4 segments to cast, then the mage acted on nish 7 instead of nish 3, later in the round).
All of this, of course, flies in the face of what was written in the AD&D PHB and DMG. We didn't use Armor Adjustments to the attack roll, either (though we used them when 2E came around...curious).
THIS is a flow chart to help DMs run AD&D combat by the book, Rules As Written. Out of curiosity, did any of you blokes ever run AD&D as it is laid out in the rules? Did you master that beast?
Or, did you (like my group) find some sort of house-rule that made everybody happy?
It would be interesting to see all the permuations that the "official" AD&D combat rules inspired.