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
*TTRPGs General
On using minis in D&D - approach of AD&D1 vs. D&D3
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="Philotomy Jurament" data-source="post: 3755082" data-attributes="member: 20854"><p>Personally, I find that the 1E combat system, as written, is wonderful when *not* using figures, but has a level of abstraction (in the position of combatants) that can cause problems when using minis.</p><p></p><p>Basically, 1E defines 10' as "melee engagement range." Once you're engaged, you're assumed to be moving around within that 10' range during the one minute round. Your character's mini thus defines its general location, but not a precise tactical position. This definition of engagement and abstract position is what makes the AD&D rules for random determination of the target of your <strong>melee</strong> attack make sense.</p><p></p><p>The engagement range and abstract position assumption seems at odds with the flank/rear diagrams in the 1E DMG; how an abstract position in a 10' range works with flank/rear attacks once the general melee is in progress is not discussed. Personally, I think these are largely artifacts from the game's <em>Chainmail</em> roots.</p><p></p><p>If you're using minis with 1E rules-as-written, you need to make sure that everyone understands that the positioning of the minis is abstract, showing a general, but not precise location. Otherwise you're going to get arguments. </p><p></p><p>The other option is to NOT use the 1E rules-as-written (especially the rules like random determination of the target of a melee attack), house-ruling movement/engagement to be less abstract. (I think this is probably pretty common when using minis with AD&D -- most people probably "house ruled" it without even realizing it.) In that case, you might be interested in the combat sequence I'm using with my OD&D game, which is derived from <em>Swords & Spells</em> (and thus from <em>Chainmail</em>). It allows the use of AD&D missile rates-of-fire, weapon length/reach, facing, movement rates, et cetera, while using more precise positioning of the combatants. The major difference when using it with AD&D would be the spell-casting times; AD&D segments don't really fit into the sequence (the sequence provides a different method for making higher-level spells take longer to cast). </p><p></p><p><a href="http://www.philotomy.com/combat_sequence.html" target="_blank">Combat Sequence</a></p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3755082, member: 20854"] Personally, I find that the 1E combat system, as written, is wonderful when *not* using figures, but has a level of abstraction (in the position of combatants) that can cause problems when using minis. Basically, 1E defines 10' as "melee engagement range." Once you're engaged, you're assumed to be moving around within that 10' range during the one minute round. Your character's mini thus defines its general location, but not a precise tactical position. This definition of engagement and abstract position is what makes the AD&D rules for random determination of the target of your [b]melee[/b] attack make sense. The engagement range and abstract position assumption seems at odds with the flank/rear diagrams in the 1E DMG; how an abstract position in a 10' range works with flank/rear attacks once the general melee is in progress is not discussed. Personally, I think these are largely artifacts from the game's [i]Chainmail[/i] roots. If you're using minis with 1E rules-as-written, you need to make sure that everyone understands that the positioning of the minis is abstract, showing a general, but not precise location. Otherwise you're going to get arguments. The other option is to NOT use the 1E rules-as-written (especially the rules like random determination of the target of a melee attack), house-ruling movement/engagement to be less abstract. (I think this is probably pretty common when using minis with AD&D -- most people probably "house ruled" it without even realizing it.) In that case, you might be interested in the combat sequence I'm using with my OD&D game, which is derived from [i]Swords & Spells[/i] (and thus from [i]Chainmail[/i]). It allows the use of AD&D missile rates-of-fire, weapon length/reach, facing, movement rates, et cetera, while using more precise positioning of the combatants. The major difference when using it with AD&D would be the spell-casting times; AD&D segments don't really fit into the sequence (the sequence provides a different method for making higher-level spells take longer to cast). [url=http://www.philotomy.com/combat_sequence.html]Combat Sequence[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
On using minis in D&D - approach of AD&D1 vs. D&D3
Top