Mannahnin
Scion of Murgen (He/Him)
"Before" what?Got it.
So if the PCs roll a 6 and the bad guys roll a 3, yet the PCs don't start acting until 3, on what init. count do the bad guys get to act? Meanwhile, what happens in the fiction during those 6-5-4 segments (which in 1e represent 30 seconds of time in total)?
What seems to make more sense, at least to me, is that if the PCs roll a 6 they start acting on a 6 while if the bad guys roll 3 they start acting on a 3 (and thus can maybe interrupt or interpose against any PC actions that haven't finished by then). Your roll shows when your actions start, but still counting down as before.
In AD&D 1E and 2E you count UP.
When exactly the initiative losers act in AD&D 1E initiative is a somewhat complex topic and depends on what they're doing, because 1E is designed to create special situations where long spells can be interrupted by charging melee attackers, quicker spells, devices, or missiles even if the caster of the long spell won initiative. It's pretty darn complex, but Celebrim linked earlier in this thread a post explaining AD&D 1E initiative step-by-step:
To prove a point, here is Addict without examples of play and all the painstaking reference cut out. 4 Pages.
Markdown (GitHub flavored):
# ADDICT - LITE
Compiled by David M. Prata (“DMPrata”), shortened by aiouh
Version 2.2 (19 March 2006)
ENCOUNTERS, COMBAT, AND INITIATIVE
I. Determine if either or both parties are surprised.
A. Normally, a d6 is rolled for each party. A roll of 1 or 2 indicates surprise.
1. Some individuals, notably rangers, are surprised less often — 1 in 6 (162/3%) less often, in the case of rangers. This benefit accrues to the entire party.
2. Some individuals, notably rangers, surprise...







