Playing Oldschool - White Plume Mountain with 1e

AD&D Initiative

I was using a modified version of initiative given in the 1E DMG. (The unmodified version is contradictory and unplayable as written).

* All actions are declared before initiative is rolled
* If a creature has Two attack routines, then it attacks First and Last in the round. (e.g. an archer fires two arrows; they occur first and last).
* If a creature charges, the longer weapon strikes first
* In the case of the preceding rules not applying, then the initiative roll (d6 for each side) breaks the tie. Highest roll wins.
* If the spellcaster loses initiative, then they will always cast their spell last in the round.
* If the spellcaster wins initiative, then their casting time (in segments) is added to the losing die roll; if it is higher than the winning roll, then their spell occurs later in the round.

Just to show how the attack routines work, at one point we had a Gerard's hasted fighter 7, getting 3 attacks a round. Bluto got 2 attacks in a round, and Mat and the Minions were getting 1 attack a round.

If the PCs won initiative, then the order was:
Gerard attack #1
Bluto attack #1
Gerard attack #2 & Mat attack #1
Minion attack #1
Bluto attack #2
Gerard attack #3

If the PCs lost initiative, then the order was:
Gerard attack #1
Bluto attack #1
Minion attack #1
Gerard attack #2 & Mat attack #1
Bluto attack #2
Gerard attack #3

Cheers!
 

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MerricB said:
AD&D Initiative

I was using a modified version of initiative given in the 1E DMG. (The unmodified version is contradictory and unplayable as written).


Well, ALMOST unplayable. Depending on who you listen to (ScottyG or Rogue Attorney, I think?) there's two different ways to interpret it - it's kind of like decontstructing obscure religious text. :)
 


diaglo said:
so you didn't use weapon vs armor type i see.

Did even Gygax use that? I know he didn't use weapon speed factors; he said so right on these boards. Weapon vs. armor type is pretty much along those lines in terms of ease of play.
 

MerricB said:
Trick #3: Super-Tetanus!
The next room has two pits with rusty razor blades and a frictionless floor. Sarah, suspecting a trick but not this one, quickly jumps over the first pit to find herself sliding into the second. A failed poison saving throw later, and her character is well on the way to death from Super Tetanus!

Oh, I HATED the super-tetanus.

We were running a 3e version of WPM, and my 20+ Dex tiefling rogue was paralyzed by the Dex damage from his failed save against the super-tetanus. The mage had to use a force ladder to come get my character.

Brad
 

Henry said:
Well, ALMOST unplayable. Depending on who you listen to (ScottyG or Rogue Attorney, I think?) there's two different ways to interpret it - it's kind of like decontstructing obscure religious text. :)

I actually agree that it's contradictory.

I also once asked Gygax about the problem (on another messageboard), and his answer in short was that he never used initiative like what was published. I've also read him confirming that he didn't use weapon vs. armor modifiers. (Or psionics. Or the DMG unarmed combat rules.)
 

There are several rules in the 1e DMG that look like "they seemed a good idea at the time" (see also the rules for helmets), rather than having been playtested and streamlined to make a better game.

There's a big gulf between the elegance of the Moldvay rules and what's in AD&D. I sometimes think Gary was rushed a bit with the DMG - probably not surprising, as things were getting very busy at TSR around then.

Cheers!
 

Here's a question: what does a PC do with all that gold? Well, there's training (if you used the rule - I never did). After that? Not that much. Eventually a castle?

There's a purpose for gold in 3e: to buy magic items. It really doesn't have any purpose beyond XP in 1e.
Why couldn't PCs buy magic in 1e? The DMG listed the gp value with each item, just like in 3e. And the the DMG specifically said that PCs could sell magic items, even to fellow PCs. So is surely follows that PCs can buy magic items from NPCs, no?

I played in campaigns where the PCs could buy magic items. Not "over the counter", but through brokers and specialty dealers (just like still in 3e).

[Actually, I also played (a couple game sessions) in at least two 1e campaigns where magic-users sold magic items over the counter in shops. Was a terrible idea then, would be a terrible idea now, too. (Although some minor potions and scrolls wouldn't be too bad to find "on the shelf" in arcane shops.)]

Bullgrit
 

MerricB said:
The other PCs decide to act. The halfling and ranger charge down towards the MU, despite their armour and the heating elements. Adam (playing the C/MU), decides to cast fireball. Ben hears this, and begins charging back down towards the party, trying desperately to get out of the area of effect.

I point out that 1e fireballs expand to fill the area. Adam doesn't care.

I do miss the old expanding fireballs of death.
 

diaglo said:
talents are under the psionics section iirc..

unless you mean special power.. then that is in the magic items section under artifacts and relics

or maybe you meant talent as a unit of weight or money... then i'd try the Treasure section.

Amusing.
 

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