Guide of Modos
That's a good reminder; OSR is the goal, here. I'm trying to walk the line, which any interesting OSR should do, of making a game that feels old-school without reproducing the old-school rules verbatim.You are making combat involved, with a lot of dice rolling, with all these defense and parry and whatnot actions. That's not OSR. OSR was pretty plain, with only how to do initiative, and the optional weapon speed and vs. AC table slowing it down... and they were optional.
A fighter having more defense rolls is, mathematically, the same thing as the fighter having more hit points. The fighter having more attacks is the same thing as the fighter doing more damage per attack. . .
But you are introducing a LOT of dice rolling, which slows down play. So you might want to think about that a bit harder, and have all these extra attacks a more 'hardcore' version of what you are trying to do.
You'll have to help me though; I don't see any extra rolling. With three actions per round, each character makes only three d20 rolls each round. Of these, movement doesn't often require a roll, and parrying assumes you rolled a 10. So that's one d20 roll in a typical round. Also, damage rolls are limited to a single die, so you won't see 10d6 of anything occurring (although the Magic-User can add a hero point to a damage roll with the right perk, and some spells attack multiple targets at the same time, for one damage die each).
Unless...you're concerned about the 10th-level fighter's five actions in a round, and possibly seeing a party of 10th level characters each taking 5 actions in a round, for up to 20 rolls in the round (not including NPCs!). Consider:
- Movement and parrying generally don't require rolls.
- As I mentioned to Lanefan, these rounds play out quite differently than what you might be used to. Each one feels more like a scene than a combat round.
- Rolls draw rolls. An attack tends to draw a parry, as well as ripostes, and movement. So when one action happens, it's generally in a clump of other actions, which means the PCs aren't stuck making 20 rolls in a monotonous sequence.
If I recall, AD&D2e allowed a character to make her second attack at the end of the initiative order. So if you're right, I could require three different actions of the three standard ones: fight/magic, parry, and move. With additional actions occurring later as a sort of tacked-on round, and allowing a little more flexibility of action type. I don't mind a slow combat round, as long as it's interesting. So if five-actions-each turns out to be awful for the high-level party, I'll know what to do!