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General Tabletop Discussion
*Dungeons & Dragons
Spell interruption rules in AD&D (and evasion/pursuit rules)
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<blockquote data-quote="Lanefan" data-source="post: 6317665" data-attributes="member: 29398"><p>I love the 1e DMG but I can't even imagine trying to use its initiative system. What we do instead:</p><p></p><p>- there are 6 segments in a round, so all initiatives are on a d6 re-rolled each round; 6 is fast, 1 is slow</p><p>- casting times for spells have all been tweaked to suit a 6-segment round</p><p>- just about nothing ever modifies your initiative roll - it is what it is</p><p>- it is impossible to have an initiative higher than 6 but there is an unofficial '0' initiative that catches end-of-round effects e.g. Final-Word type weapons</p><p>- if you are attacking more than once in a round with the same melee weapon it gets two init. rolls that cannot be the same</p><p>- if you are firing more than one missile in a round your rolled initiative is your first shot, with the rest fractioned down evenly</p><p>- if you are attacking with two different melee weapons (one in each hand) they each get their own init. roll and can be the same</p><p>- if you are casting a spell you start on your rolled initiative and finish [casting time number of segments] later (yes, this can carry you into the next round if your init. was low), and can be interrupted during this time</p><p>- if you are casting spells continuously your spells in rounds after the first round of casting always begin on a '6' unless you move, as it's assumed you have components etc. close to hand (we call this "chain casting")</p><p>- you are always free to delay or hold your action but if you hold it through the end of the round it is lost</p><p>- if you are surprised you are surprised for the number of segments rolled on the die with melee attackers and missile types getting one attack per surprised segment</p><p>- simultaneous initiatives are a fact of life; we go around the table but it's known that everything is happening at once in that segment; and it's very possible to be taken down by an opponent you killed on the same segment!</p><p>- if two otherwise simultaneous things might interrupt each other we roll "sub-initiatives" to see which goes first (e.g. arrow into a resolving spellcaster, does the arrow interrupt the spell or does the spell resolve first).</p><p></p><p>This system has served us well for decades in a 1e-like environment. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6317665, member: 29398"] I love the 1e DMG but I can't even imagine trying to use its initiative system. What we do instead: - there are 6 segments in a round, so all initiatives are on a d6 re-rolled each round; 6 is fast, 1 is slow - casting times for spells have all been tweaked to suit a 6-segment round - just about nothing ever modifies your initiative roll - it is what it is - it is impossible to have an initiative higher than 6 but there is an unofficial '0' initiative that catches end-of-round effects e.g. Final-Word type weapons - if you are attacking more than once in a round with the same melee weapon it gets two init. rolls that cannot be the same - if you are firing more than one missile in a round your rolled initiative is your first shot, with the rest fractioned down evenly - if you are attacking with two different melee weapons (one in each hand) they each get their own init. roll and can be the same - if you are casting a spell you start on your rolled initiative and finish [casting time number of segments] later (yes, this can carry you into the next round if your init. was low), and can be interrupted during this time - if you are casting spells continuously your spells in rounds after the first round of casting always begin on a '6' unless you move, as it's assumed you have components etc. close to hand (we call this "chain casting") - you are always free to delay or hold your action but if you hold it through the end of the round it is lost - if you are surprised you are surprised for the number of segments rolled on the die with melee attackers and missile types getting one attack per surprised segment - simultaneous initiatives are a fact of life; we go around the table but it's known that everything is happening at once in that segment; and it's very possible to be taken down by an opponent you killed on the same segment! - if two otherwise simultaneous things might interrupt each other we roll "sub-initiatives" to see which goes first (e.g. arrow into a resolving spellcaster, does the arrow interrupt the spell or does the spell resolve first). This system has served us well for decades in a 1e-like environment. :) Lanefan [/QUOTE]
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Spell interruption rules in AD&D (and evasion/pursuit rules)
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