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<blockquote data-quote="Thondor" data-source="post: 7382018" data-attributes="member: 31955"><p>Just to elaborate on the Hackmaster recomendation: </p><p>Hackmaster doesn't use "turns" or rounds, it uses seconds, meaning that no one is "just standing around" you can always choose to move, change what you are doing etc. </p><p>Different weapons and spells have different seconds counts between uses/when the spell goes off.</p><p>They have basic rules which are <a href="http://www.kenzerco.com/hackmaster/downloads.php" target="_blank">free here</a>, and here is a <a href="http://www.kenzerco.com/hackmaster/downloads/HMPHB_illustrated_example.pdf" target="_blank">illustrated example of combat</a> -- a fun read even if you don't dig the system.</p><p></p><p>I've run a number of sessions Hackmaster, and the game can really sing. Though it is a bit of a bear to wrap your head around (and a Hacktrack is key for keeping track of multiple monsters). </p><p></p><p>In another vein; </p><p>In 1e AD&D initiative was party wide, and rerolled each round. This meant that it's possible for a side to get all their attacks, twice in a row! You'd declare your "general" actions before making your initiative roll.</p><p>The order to resolve within the party:</p><p>1. Ranged attacks.</p><p>2. Charge -- foe and ally immediately exchange blows, the one with the longer weapon acting first.</p><p>3. Close to melee/Move</p><p>4. Melee - with foes you have charged or closed with on prior rounds only</p><p>5. Spells.</p><p></p><p>Perhaps this will inspire you in some way.</p><p></p><p>This system often gave foes a higher chance of disrupting spellcasting, as any damage during casting causes spells to fizzle. (Opponents who won the initiative would be able to disrupt spellcaster, and even ones who got "close" to the spellcasting sides initiative.)</p><p></p><p>If your curious OSRIC is a free clone of 1e AD&D and has a clear write up about this. I use it for some of my games.</p></blockquote><p></p>
[QUOTE="Thondor, post: 7382018, member: 31955"] Just to elaborate on the Hackmaster recomendation: Hackmaster doesn't use "turns" or rounds, it uses seconds, meaning that no one is "just standing around" you can always choose to move, change what you are doing etc. Different weapons and spells have different seconds counts between uses/when the spell goes off. They have basic rules which are [URL="http://www.kenzerco.com/hackmaster/downloads.php"]free here[/URL], and here is a [URL="http://www.kenzerco.com/hackmaster/downloads/HMPHB_illustrated_example.pdf"]illustrated example of combat[/URL] -- a fun read even if you don't dig the system. I've run a number of sessions Hackmaster, and the game can really sing. Though it is a bit of a bear to wrap your head around (and a Hacktrack is key for keeping track of multiple monsters). In another vein; In 1e AD&D initiative was party wide, and rerolled each round. This meant that it's possible for a side to get all their attacks, twice in a row! You'd declare your "general" actions before making your initiative roll. The order to resolve within the party: 1. Ranged attacks. 2. Charge -- foe and ally immediately exchange blows, the one with the longer weapon acting first. 3. Close to melee/Move 4. Melee - with foes you have charged or closed with on prior rounds only 5. Spells. Perhaps this will inspire you in some way. This system often gave foes a higher chance of disrupting spellcasting, as any damage during casting causes spells to fizzle. (Opponents who won the initiative would be able to disrupt spellcaster, and even ones who got "close" to the spellcasting sides initiative.) If your curious OSRIC is a free clone of 1e AD&D and has a clear write up about this. I use it for some of my games. [/QUOTE]
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