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<blockquote data-quote="ggroy" data-source="post: 4875866" data-attributes="member: 83805"><p>When we first played the Moldvay basic D&D box set, we couldn't figure out what the rules were precisely. We were largely guessing at what the rules could be.</p><p></p><p>Initiative was one of those rules which we were not able to figure out at the time. So how we ended up doing the combat encounters was more or less in a "free form" manner. For example, if a badguy fighter was hiding around the corner and the party was not able to figure that out in advanced, this badguy fighter would try striking the closest player that first passes by the corner. Other stuff like badguy archers hiding in the dark at the other side of the room, would shoot arrows right away at the players at the front of the marching order.</p><p></p><p>A few years later when we finally figured out what the rules were suppose to be in Moldvay B/X and 1E AD&D, it turned out to be a huge mess for initiative and things like weapon speed factors when dealing with simultaneous initiative for both parties. An older more experienced guy who sometimes DM'd some of the D&D games we played in, had his own houserule where everybody rolled for initiative individually with a d20 and tallying the initiative order, which seemed a lot easier to do than dealing with weapons speed factors and other stuff.</p><p></p><p>Even today whenever I play one-on-one type D&D games with another person (ie. one person is the DM while the other person plays 4 or 5 characters), the combat encounters were largely played in a "free form" manner.</p></blockquote><p></p>
[QUOTE="ggroy, post: 4875866, member: 83805"] When we first played the Moldvay basic D&D box set, we couldn't figure out what the rules were precisely. We were largely guessing at what the rules could be. Initiative was one of those rules which we were not able to figure out at the time. So how we ended up doing the combat encounters was more or less in a "free form" manner. For example, if a badguy fighter was hiding around the corner and the party was not able to figure that out in advanced, this badguy fighter would try striking the closest player that first passes by the corner. Other stuff like badguy archers hiding in the dark at the other side of the room, would shoot arrows right away at the players at the front of the marching order. A few years later when we finally figured out what the rules were suppose to be in Moldvay B/X and 1E AD&D, it turned out to be a huge mess for initiative and things like weapon speed factors when dealing with simultaneous initiative for both parties. An older more experienced guy who sometimes DM'd some of the D&D games we played in, had his own houserule where everybody rolled for initiative individually with a d20 and tallying the initiative order, which seemed a lot easier to do than dealing with weapons speed factors and other stuff. Even today whenever I play one-on-one type D&D games with another person (ie. one person is the DM while the other person plays 4 or 5 characters), the combat encounters were largely played in a "free form" manner. [/QUOTE]
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