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I'm going to run a 1e game
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<blockquote data-quote="MerricB" data-source="post: 4542526" data-attributes="member: 3586"><p>Not really. <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><p></p><p>Honestly, if a wizard is in melee, for all but the shortest spells they're likely to be struck by a weapon before they can finish casting. They're more likely to be able to cast before ranged fire. You need to ask yourself if you actually want magic-users to be able to cast spells in melee or not. </p><p></p><p>As I recall, Gary actually was using a d10 system in his own game...</p><p></p><p>An inspired-by-AD&D system that would be slightly easier to work would be as follows:</p><p></p><p>* Roll 1d6 for initiative for both sides.</p><p>* The higher initiative roll resolves all of their melee/ranged attacks first.</p><p>* If the losing die roll >= the casting time of the spells, then the winning side gets to cast their spells before they get struck.</p><p>* The lower initiative roll resolves their melee & ranged attacks</p><p>* The winning side resolves any remaining spells.</p><p>* The losing side resolves all their spells.</p><p></p><p>On the case of a tie in initiative, the lower weapon speed strikes first.</p><p>On the case of charging, the greater weapon length strikes first.</p><p>You may not fire a ranged weapon if someone is threatening you in melee. </p><p></p><p>I might adjust the initiative of a charging character by their speed/distance ratio (so someone charging to the extent of their speed would strike last against spellcasters/missile combatants because they spend most of their round charging).</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4542526, member: 3586"] Not really. :) Honestly, if a wizard is in melee, for all but the shortest spells they're likely to be struck by a weapon before they can finish casting. They're more likely to be able to cast before ranged fire. You need to ask yourself if you actually want magic-users to be able to cast spells in melee or not. As I recall, Gary actually was using a d10 system in his own game... An inspired-by-AD&D system that would be slightly easier to work would be as follows: * Roll 1d6 for initiative for both sides. * The higher initiative roll resolves all of their melee/ranged attacks first. * If the losing die roll >= the casting time of the spells, then the winning side gets to cast their spells before they get struck. * The lower initiative roll resolves their melee & ranged attacks * The winning side resolves any remaining spells. * The losing side resolves all their spells. On the case of a tie in initiative, the lower weapon speed strikes first. On the case of charging, the greater weapon length strikes first. You may not fire a ranged weapon if someone is threatening you in melee. I might adjust the initiative of a charging character by their speed/distance ratio (so someone charging to the extent of their speed would strike last against spellcasters/missile combatants because they spend most of their round charging). Cheers! [/QUOTE]
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