Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
How do you run your combat? (B/X, BECMI, OSR)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="piou" data-source="post: 9096454" data-attributes="member: 7042024"><p>BECMI</p><p></p><p>1. Surprise: if any side is surprised and the other isn't, they get a free round</p><p>2. On the beginning of each round, roll 1d6. 1-3: the players start, 4-6: their opponents</p><p>3a. Missile actions</p><p>3b. Magic actions</p><p>3c. Melee actions</p><p>4. Then the other side</p><p>5. Morale</p><p>6. Back to 2</p><p></p><p>I'm not too rigid with action phases, it's mostly to keep things easy to run without forgetting anyone (and because arrows fly faster than swords it fits the general fantasy of releasing a volley then bracing for impact for example). Rolling every round for side initiative is something I didn't do at first, but it adds a layer of uncertainty (what if the monsters get two rounds in a row?) that has provent to lead to more interesting tactical decisions. Morale and side initiative allow me to run many combattants on any side (I generally have over 10 on the player side and that's easily matched on the monster one, yet I want fights not to last more than 20 minutes). I am also generous with fiction first: if there only 1 skeleton on 1 HP left and it's the players' turn I don't make everyone roll to attack, at that point it just dies I don't care who's ending it, no point wasting 5 minutes waiting for someone to roll a hit. Also it's theater of the mind so I'm generous with movement: unless it makes no sense people are where they need to be to do what they want to do. Finally I do morale at the end because this comes after reaction checks etc… if they didn't want to fight they would never have entered the fight in the first place. I never quite understood the point of doing it the other way arround.</p></blockquote><p></p>
[QUOTE="piou, post: 9096454, member: 7042024"] BECMI 1. Surprise: if any side is surprised and the other isn't, they get a free round 2. On the beginning of each round, roll 1d6. 1-3: the players start, 4-6: their opponents 3a. Missile actions 3b. Magic actions 3c. Melee actions 4. Then the other side 5. Morale 6. Back to 2 I'm not too rigid with action phases, it's mostly to keep things easy to run without forgetting anyone (and because arrows fly faster than swords it fits the general fantasy of releasing a volley then bracing for impact for example). Rolling every round for side initiative is something I didn't do at first, but it adds a layer of uncertainty (what if the monsters get two rounds in a row?) that has provent to lead to more interesting tactical decisions. Morale and side initiative allow me to run many combattants on any side (I generally have over 10 on the player side and that's easily matched on the monster one, yet I want fights not to last more than 20 minutes). I am also generous with fiction first: if there only 1 skeleton on 1 HP left and it's the players' turn I don't make everyone roll to attack, at that point it just dies I don't care who's ending it, no point wasting 5 minutes waiting for someone to roll a hit. Also it's theater of the mind so I'm generous with movement: unless it makes no sense people are where they need to be to do what they want to do. Finally I do morale at the end because this comes after reaction checks etc… if they didn't want to fight they would never have entered the fight in the first place. I never quite understood the point of doing it the other way arround. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
How do you run your combat? (B/X, BECMI, OSR)
Top