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Playing Oldschool - White Plume Mountain with 1e
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<blockquote data-quote="MerricB" data-source="post: 2792593" data-attributes="member: 3586"><p><strong>AD&D Initiative</strong></p><p></p><p>I was using a modified version of initiative given in the 1E DMG. (The unmodified version is contradictory and unplayable as written).</p><p></p><p>* All actions are declared before initiative is rolled</p><p>* 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).</p><p>* If a creature charges, the longer weapon strikes first</p><p>* In the case of the preceding rules not applying, then the initiative roll (d6 for each side) breaks the tie. Highest roll wins.</p><p>* If the spellcaster loses initiative, then they will always cast their spell last in the round.</p><p>* 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.</p><p></p><p>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. </p><p></p><p>If the PCs won initiative, then the order was:</p><p>Gerard attack #1</p><p>Bluto attack #1</p><p>Gerard attack #2 & Mat attack #1</p><p>Minion attack #1</p><p>Bluto attack #2</p><p>Gerard attack #3</p><p></p><p>If the PCs lost initiative, then the order was:</p><p>Gerard attack #1</p><p>Bluto attack #1</p><p>Minion attack #1</p><p>Gerard attack #2 & Mat attack #1</p><p>Bluto attack #2</p><p>Gerard attack #3</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2792593, member: 3586"] [b]AD&D Initiative[/b] 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! [/QUOTE]
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