I've never played AD&D1

When I first sprung on most groups that the amount of segments that they were suprised by was the number of rounds the surpriser could attack, they were stunned. But its right there in the DMG.

The surprise rule became broken for fighters at higher levels of play though (especially after specialization), and the rule about readied missile weapons was broken period and I would be very surprised indeed if anyone ever played with it. To resolve the problems, I changed the rule to one melee attack per segment, except for monks (and monsters!) who could use thier full unarmed attack sequence each segment (I wanted monsters to get full rounds of attack because 1st edition monsters needed help, and then it only seemed fair to let monks do it too), or characters using a weapon in each hand who could use both weapons each segment (with standard penalties for two handed attacks). Thieves that qualified for a backstab could apply the multiplier for backstab to each attack of a surprise.

Readied missile weapons could make one attack each surprise segment up to a maximum of the number of attacks the character could make in a round. Unreadied missile weapons could be readied in one segment.

Oh, and I applied the characters reaction modifier to initiative, and to prevent that from being too gross I used a d10 instead of a d6. And I didn't have a declaration phase because I liked that the major events of the round occurred in a sequence. So for example a spell caster could wait till thier turn in the initiative order to choose whether (and what) to begin casting, and they would complete X segments after that point. Players could elect to hold thier turn in the initiative until a later point (essentially whats now called a 'readied action') so as to thwart spell casters, shoot an opponent taking advantage of cover ('pop up attacks') or whatever. If two characters held thier action waiting on the other, the one with the lower initiative was forced to go first. Some of that may have been borrowed from 2nd edition, or it may have been an actual first edition rule, or I may have just borrowed it from the house rules of someone else's campaign. At this point, I don't even remember how it came about.

Like I said, almost no one played by the same rules.
 

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WSmith said:
Which is the irony of the whole thing, as AD&D was meant to standardize rules for tournement play. ;)
d00d,

ironing had nothing to do with it. it was the 70's everything was polyester.

diaglo " the art of wash and wear" Ooi
 

Quasqueton said:
Quite honestly, I am astonished by how much of the AD&D1 rules I've never used, or never used completely or correctly. It turns out, in truth, I've never really run a fully AD&D1 game. My games could better be described as Basic/Expert D&D with Advanced D&D flavor. I used the AD&D1 ability scores, races, classes, and spells, but the actual game mechanics I used, it seems, were more Basic than Advanced.
:lol: I imagine my own AD&D games were the same, but I'm not sure. I didn't ever DM AD&D, and I quit playing shortly after the gamers I knew finally fully adopted it instead of the boxed sets. Back then gamers I knew were more interested in diversity and we had Star Frontiers, Gamma World, Top Secret, and I don't even remember what else to try out anyway.
 

Quasqueton said:
I got a wild idea, this weekend, to run a sample combat for a group of AD&D1 characters (the base four: cleric, fighter, magic-user, thief)

You mean the base 8? AD&D parties were usually twice the size of current not including henchmen and followers.

As for initiative, seems like every game I played in had a different system. 1d6. 1d10. 1d10 modified for weapon speed. etc. The system that the players and I came up with for my homebrew was 1d10 modified for dex and then weapon speed or spell casting time, and the final number represented the actual segment it happened on. It could be delayed if need be and any segment not attacking allowed for the eqivilent of move actions. Spells were only disrupted if attacked and hit for damage during a segment that the spell was actually being cast.
 

Henry said:
OK, this is the one-sheet I am using for the NC Gameday this weekend. It doesn't follow the "accepted" rules precisely, and in fact, I'm more likely going to ignore the "melee vs. spellcasting when the melee side lost" part, because it adds too much complication to the table. But this is a one-sheet meant to make it relatively easy to pick up 1E combat at a game table.
That's quite nice! :)

Where do you get the maximum of 3 segments of surprise?
 

You mean the base 8? AD&D parties were usually twice the size of current not including henchmen and followers.
Research revealed that 4 Players was more the norm. 8 might have been the stated expectation on modules and such, but it was not the actual norm/average around the kitchen table.

Quasqueton
 


Heh. "4 players is more the norm". Not doubting current wisdom but Back In The Day(TM), Gary would regularly host - at his ome game - 20+ players at one end of the table, with Rob Kuntz DMing another group of ten to fifteen at the other end.
 

In AD&D (both editions), my groups always followed the "declare actions before initiative is rolled" procedure. If you use this rule as DM, be fair and make the opponents follow it, too.
 

thedungeondelver said:

Heh. "4 players is more the norm". Not doubting current wisdom but Back In The Day(TM), Gary would regularly host - at his ome game - 20+ players at one end of the table, with Rob Kuntz DMing another group of ten to fifteen at the other end.

14 in my group.

heck, i don't ever remember a convention game with 4 as the number. the smallest i remember at an event was 6.
 

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