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Post by waysoftheearth on Mar 23, 2012 3:35:55 GMT -6
The "Alternative Combat System" debuts on page 19 of Men & Magic and is the combat system of subsequent iterations of D&D. Nowadays it is enjoyed by legions of players everywhere. That's nice, but what exactly is it? The 3LBBs are famously patchy on this pivotal subject, but never fear! I have summarised the entirety of the Alternative Combat System for you (to the best of my pale ability) complete with references to the source material for each rule. Before proceeding you must firstly acknowledge the FAQ as canon; this seminal article in The Strategic Review clarifies much which is otherwise obscure in the 3LBBs. You must secondly accept that whatever is given in the 3LBBs is intentionally so and supersedes whatever may be in Chainmail. The latter remains visible in only a those cases where no other clue is given. If that is not to your taste, go no further. If you are still intrigued, read on... Summary of The Alternative Combat System- Are combat rounds really one minute long? (U&WA p8) (note 1).
- Players give a statement of intent each round (implied U&WA p14).
- The referee adjudicates the order of in which attacks are resolved... (implied M&M p11)
- ...or else initiative is 1d6 per combatant (FAQ).
- Initiative rolls are adjusted for dexterity (FAQ, also implied M&M p11).
- Players or monsters slain prior to attacking do not strike back (FAQ).
- Surprise attacks go unanswered (U&WA p9, M&T p12).
- There is a 1 in 4 chance of dropping something if surprised (U&WA p12).
- Surprise attacks strike at +2 to hit (M&T p12).
- Rear attacks strike at +2 to hit (Note 2).
- Rear attacks go unanswered (CM p16).
- Fighters and monsters attack once for each of their own HD each round versus normal types (M&T p5, FAQ).
- Successful hits deal 1-6 hit points of damage unless stated otherwise (M&M p19).
- Spears set to receive a charge cause 2-12 hit points of damage, or even 3-18 if the force is sufficient (M&T p31).
- Players and monsters are slain at 0 hit points (M&M p18).
- Whether sustaining hits otherwise affects a character is up to the referee (M&M p18).
- Up to 6 man-types can attack a man-sized creature in one round (implied FAQ, also confirmed DMG p69).
- Up to 8 man-types can attack a large monster (such as a dragon) in one round (M&T p13).
- Spells can be interrupted (CM p33).
- Missiles attack at +2 to hit at short range, and +1 to hit at medium range (M&M p20).
- Dexterity adjusts missile attack rolls (M&M p11).
- Missile fire is at -2 on the move (See note 3).
- Elves may split move and fire (M&T p16, and see also Note 4).
- Missiles cannot be fired into melee (CM p16).
- Fireballs, lightning bolts and so one will rebound off walls (U&WA p9).
- Monsters can be subdued by attacking to subdue (M&T p12-13, M&M p13, M&T p15).
- Morale can be checked with 2d6 (M&M p13, FAQ).
- A poor morale can cause intelligent monsters including man-types to surrender (M&M p13).
- Retainer loyalty will adjust morale rolls (M&M p13).
Note 1: Duration of a combat round is the subject of epic debate see here and here for starters. Note 2: Chainmail promotes flank and rear attackers to the next higher troop class (CM p16), and also adjusts rear attacks by +1 in man-to-man combat (CM p25). This was frequently translated into a +2 attack adjustment in D&D by EGG (see TT p2), and also EJH (see Holmes p21). Note 3: Chainmail states missilemen on the move may fire only if they beat a die roll made by the opponent (CM p11). This may be reconciled with the Alternative Combat System by applying a -2 penalty for any non-stationary missile fire. Note 4: OD&D allows elves to "split move and fire" (M&T p16), which is explained for the historical war gaming table in Chainmail (CM p13). The meaning of this in terms of the Alternative Combat System is left to the referee. Ignoring to the above -2 penalty for firing a bow on the move, or being allowed to fire into melee without risk are both plausible. SourcesCM: Chainmail M&M: Men & Magic M&T: Monsters & Treasure U&WA: Underworld & Wilderness Adventures FAQ: The Strategic Review Vol 1 No 2: Questions Most Frequently Asked About Dungeons & Dragons TT: The Great Plains Game Players Newsletter No 9 (1974): The Thief! by EGG Holmes: Dungeons & Dragons Basic Set DMG: AD&D Dungeon Master's Guide(The last three references are included only as support of earlier material -- they are not the source of any rule). If you have spotted anything I've missed, or anything which is sorely out of line, please let me know and I will update the list above. Otherwise, simply enjoy! ;D edit: Updated Note 3 following discussions, below. edit: Replaced Note 1, with reference to U&WA p14 following discussions, below. edit: changed 1 HD types to normal types.
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Post by Sean Michael Kelly on Mar 23, 2012 5:30:08 GMT -6
Fantastic! Excellent work!
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Post by Zenopus on Mar 23, 2012 7:59:36 GMT -6
Great work, ways! In fact, you've inspired me to prepare something similar for the Holmes combat system, which changes/interprets many of the OD&D rules.
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Post by kesher on Mar 23, 2012 8:15:45 GMT -6
Um, wow?
Thou Art Exalted!
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Post by cooper on Mar 23, 2012 8:21:42 GMT -6
First off, great post! 1) I disagree with note number 3. Uploaded with ImageShack.usThere is nothing stating you do not get 2/1 attacks per (combat) turn with a bow provided you are stationary and are not melee-ed during the turn. In CM in the man to man section there is already modifiers for short and long range. Attack bonus for range and # of attacks are unrelated. Furthermore, since monsters and treasure is compatable with Chainmail (monster descriptions using terms like "light foot/heavy foot etc") I don't know why W&UW isn't compatable as well and you cannot conflate an explanation of exploration turns with combat turns (Holmes certainly didn't), especially in regards to "alternate combat system" which W&UW does not deal with at all.
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Post by Mushgnome on Mar 23, 2012 8:39:34 GMT -6
Nicely done! I often ponder "What is the kernel or nucleus of D&D" and this helps crystallize that thought.
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Deleted
Deleted Member
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Post by Deleted on Mar 23, 2012 9:00:25 GMT -6
Yes, WotE has done a great job on Delving Deeper. He's really whipped the project into shape!
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Post by snorri on Mar 23, 2012 11:44:55 GMT -6
Nice ! have an exalt !
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Post by Professor P on Mar 23, 2012 14:50:30 GMT -6
So group initiative is an invention of Basic?
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Post by waysoftheearth on Mar 23, 2012 18:01:14 GMT -6
Thanks In CM in the man to man section there is already modifiers for short and long range. Attack bonus for range and # of attacks are unrelated. Thanks Cooper, I will look into that section. edit: I see what you mean Cooper; (CM p41). I will have to rewrite (or eliminate) that note. The "issue" is that a fighter with a bow firing at +2 to hit (short range) already has a major advantage in OD&D terms. If he has a high dexterity he will be +3 to hit. If he has a magical bow then he will be (at least) +4 to hit. If he has magical arrows as well he will be (at least) +5 to hit -- an ungodly advantage in OD&D terms. Firing twice per round in addition would be Armageddon. And it works both ways. Imagine now your party of brand new 1st level PCs ambushed by a dozen brigands with bows... it isn't fair. In any case, you may note how that "rule" is greyed out in my original post. That was meant to imply that I am aware it is tenuous. I would love to find better evidence for something to this effect, but there may (or may not) be any. I don't know why W&UW isn't compatable as well What is "W&UW" Cooper?
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Post by cooper on Mar 23, 2012 18:19:59 GMT -6
Sorry, u&wa.
On the issue of the bow wielding fighter. Bows can't be used in melee (you can fire twice if they ignore you/out of range) or you ca fire once before their charge gets to you, and you cannot fire at a target engaged with your ally (or at minimum a 50% to hit your friend). so your scenario only is an issue really in the first round of combat. besides, targets are chosen at random and chainmail has rules for cover.
Missile fire is dangerous, but no more certainly tha a wand of magic missiles or a lightning bolt. I don't think the fighting man needs to be arbitrarily nerfed. It just leads to silly things like % strength and weapon specialization...
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busman
Level 6 Magician
Playing OD&D, once again. Since 2008!
Posts: 448
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Post by busman on Mar 23, 2012 18:46:33 GMT -6
Missile fire is dangerous, but no more certainly tha a wand of magic missiles or a lightning bolt. I would hope so, a magic item hard fought to get in the first place and with limited charges should be more powerful than arrows which can be had for 2 to a gold piece in, what I assume for most campaigns, any community larger than a peasants homestead.
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Post by waysoftheearth on Mar 23, 2012 19:21:54 GMT -6
So group initiative is an invention of Basic? I'm not sure where the idea of group initiative first appeared, ProfessorP. Perhaps someone else is more familiar with Basic and can answer your question.
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Post by Professor P on Mar 23, 2012 19:42:06 GMT -6
So group initiative is an invention of Basic? I'm not sure where the idea of group initiative first appeared, ProfessorP. Perhaps someone else is more familiar with Basic and can answer your question. From what you wrote above, though, group initiative was not part of OD&D, correct?
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Post by waysoftheearth on Mar 23, 2012 20:01:10 GMT -6
From what you wrote above, though, group initiative was not part of OD&D, correct? That is my understanding. Here is the exact passage from the FAQ:
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Post by Deleted on Mar 23, 2012 20:06:57 GMT -6
From what you wrote above, though, group initiative was not part of OD&D, correct? Beyond telling players to determine initiative, it isn't in there at all. I mean, it's mentioned but a rule is never given. Individual initiative is implied as shown in WotE's post and given a bit more weight in the FAQ, but nothing explicitly stated. Edit to add: I see WotE beat me to the answer. Okay, carry on ...
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Post by waysoftheearth on Mar 23, 2012 20:21:01 GMT -6
I don't know why W&UW isn't compatable as well I'm not sure what you are getting at Cooper. U&WA is compatible with the Alternative Combat System, as demonstrated above. you cannot conflate an explanation of exploration turns with combat turns (Holmes certainly didn't), especially in regards to "alternate combat system" which W&UW does not deal with at all. Apparently I can -- see all of the above. I didn't need to, however, as the original authors did so before me. (It is called the Alternative Combat System, by the way). Missile fire is dangerous, but no more certainly tha a wand of magic missiles or a lightning bolt. Missile fire is indeed dangerous -- at least in the fantasy genre (historical correctness is a whole different discussion). But being peirced by an arrow is no more dangerous than being eviscerated by an axe, spitted upon a boar-spear, dismembered by a sword, or cloven in twain by a two-handed sword. There is nothing stating you do not get 2/1 attacks per (combat) turn with a bow provided you are stationary and are not melee-ed during the turn. Neither is there anything (beyond Chainmail) stating that you do. Let us remember that the Alternative Combat System is abstract. It is not meant to be a blow by blow account of a combat. Instead, one attack roll represents a series of feints, parries, blows and counter blows. The same applies equally to missile fire, so there is no need to make multiple attack rolls for multiple shots; these are assumed in any case in the one attack roll. I don't think the fighting man needs to be arbitrarily nerfed. It just leads to silly things like % strength and weapon specialization... It's not just the fighting man, Cooper, it's all monsters with missile weapons too. So, if anything, a -2 adjustment to missile attacks on the move would benefit the players, not "nerf" fighting men. Nor is it arbitrary. We all know that EGG later (AD&D) amended the missile attack adjustments to -2 (medium) and -5 (long). Knowing all this it appears that the missile attack adjustments (M&M p20) are "broken" if taken entirely stand alone. However, Chainmail also says this regarding firing of missiles (p11)... The implication of this is that firing is impaired while on the move. Which is exactly what the rule under discussion is intended to capture. In CM in the man to man section there is already modifiers for short and long range. Thank you for pointing this out. It is clear to me now that EGG translated the +2 (short) and +1 (medium) adjustments to Chainmail's 2d6 roll "exactly as was" to the Alternative Combat System's 1d20 attack roll. I will therefore amend Note 3 to say: The -2 attack adjustment rule will of course remain greyed out to indicate that it is an interpretation. Enjoy
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Post by Sean Michael Kelly on Mar 23, 2012 20:57:48 GMT -6
Now it would be really cool to see these items compared in the evolution of the game with various editions and even how carried over in the clones. (in a nifty table)
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Post by waysoftheearth on Mar 23, 2012 21:03:14 GMT -6
Now it would be really cool to see these items compared in the evolution of the game with various editions and even how carried over in the clones. (in a nifty table) I think I'll leave that as an exercise for the reader ;D
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Post by Stormcrow on Mar 23, 2012 21:38:48 GMT -6
From what you wrote above, though, group initiative was not part of OD&D, correct? That is my understanding. Here is the exact passage from the FAQ: Except the combat example in the FAQ then goes on to use group initiative, using one die for the fighter and one die for all of the orcs. I think the "assuming that is the number of combatants" bit means he's assuming there are only two sides; it's not a three-way fight, for example. One mustn't come to too strong a conclusion based on these early writings. Everything Gary wrote was on a kinda-sorta-make-it-up-as-you-go basis.
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Post by waysoftheearth on Mar 23, 2012 23:14:20 GMT -6
Except the combat example in the FAQ then goes on to use group initiative, using one die for the fighter and one die for all of the orcs. To be fair, the combat example actually goes on to use individual initiative for the fighter (applying his +1 adjustment for high dexterity), and group initiative for the Orcs (also giving them a -1 adjustment for low dexterity, though this is said to be "optional"). FWIW -- This is pretty much exactly how I play it in my games; individual initiative for the PCs, and group initiative for a group of monsters of the same type. Also FWIW -- If I ref'd an encountered between the players and an enemy party of classed NPCs I would use individual initiative on both sides.
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Post by aldarron on Mar 24, 2012 21:08:24 GMT -6
Juicy stuff and great work putting that al together. Now as we say in anthro, let us problematize... I don't know if you've read the Blackmoor Combat threads (running at about 10 pages, it's a slog), but a lesson learned in that study is that you have to preface any assertion with "at one point", something I'm not seeing here. So, I'm assuming two things: a) you are attempting to establish author intent; b) you believe that intent is consistent from the date of publication through until 1976 when the fifth print was released. While neither of these is at all unreasonable, the second point is particularly tricky. We know that D&D underwent a lot of revisionism between 1973 and 1976, and there is no reason to think the combat system was immune from that. There's a second issue I've also mentioned that seems consistently ignored by just about everybody. D&D had 2 authors, and the man who is most responsible for creating "the alternative combat system" in the first place had nothing to do with the FAQ or any of the other sources cited outside the 3Lbb's. In the end I'd be a lot more comfortable with this thread if the title was "How did Gary Gygax define the Alternative Combat system in 1976" than the more generalist view taken. With those cautionary caveats in mind, I'd agree with most of you list and am only going to quibble with a few points. [/li][li]Combat rounds are approximately one minute long (U&WA p8).[/quote] could be. We've been through this one on the other thread, and Gygax initial intent with round length remains enigmatic, particularly with the way combat is described in the FAQ. One thing I can say with certainty is that when Arneson used the Alternative system it was blow by blow (or chop by chop as he put it in the FFC) combat where each die roll represented an attack swing in a matter of seconds, following in the footseps of CHAINMAILs Man to Man. [/li][li]Players give a statement of intent each round (Note 1).[/quote] Not buying it. CM's written orders are referenced only in flying battles and can't be stretched to cover a general player "statement of intent" rule. In the play example in UW&A page 13, in what is the only thing that comes close to an example of the start of combat, the caller mearly anounces that "all will be ready for combat". It's unclear, but doesn't seem strikingly like the players are giving statements of intent. [/li][li]The referee adjudicates the order of in which attacks are resolved... (implied M&M p11) [/li][li]...or else initiative is 1d6 per combatant (FAQ).[/quote] Not entirely sure what you mean here Simon by referee adjudication. M&M p11 implies dexterity determines combat order ala Holmes. [/li][li]Rear attacks strike at +2 to hit (Note 2).[/quote] <shrug> Arneson put rear attacks at +3 (DA, A Quarter Century of Role Playing?:p3) [/li][li]Successful hits deal 1-6 hit points of damage unless stated otherwise (M&M p19). [/quote] Another issue of what point in the history of the alternative combat system you are looking at. This sentence appears nowhere in the 1st print. I think it first shows up in the 5th print (along with the change to clerics), but it might possibly be in the 4th. It is therefore an added rule, circa late 1975/ early 1976. Without this sentence things change. In original, err, original Dungeons and Dragons there are monster entries which mention greater than 1d6 damage in a manner that implies that larger and stronger creatures are expected to inflict greater damage whether made implicit or not. The following entry in particular highlights the conflict: "LARGE INSECTS OR ANIMALS: This category includes giant ants and prehistoric monsters. Armor Class can be anything from 8 to 2. Hit Dice should range from 2 to anywhere near 20, let us say, for a Tyrannasaurus Rex... Damage caused by hits should range between 2-4 dice (2-24 points)." The rule stated there is unequivocal, "Damage caused by hits" from any large insect or animal should cause a minimum of 2d6 in damage. Many of the creatures in the monster list would certainly fall in the "large" classification. One might argue that "monsters" are not animals but that would seem a little silly IMHO. So with out the added "all do 1d6" rule you cited, the intention would seem to be that "man type" creatures do 1d6, and larger than man type do greater damage.
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Post by aldarron on Mar 24, 2012 22:18:04 GMT -6
I didn't need to, however, as the original authors did so before me. Not everyone agrees with your assesment of authors intent in this case Simon. It isn't quite fair to claim they have your back. Let us remember that the Alternative Combat System is abstract. It is not meant to be a blow by blow account of a combat. Instead, one attack roll represents a series of feints, parries, blows and counter blows. The same applies equally to missile fire, so there is no need to make multiple attack rolls for multiple shots; these are assumed in any case in the one attack roll. My memories not quite good enough to remember that exactly, and I think its a really interesting question. Where, prior to the advent of AD&D, was combat every described this way? I thought it might be Holmes, but that turned out to be quite the opposite, since he equates rolls with individual swings. So I wonder if this is another case of back projecting our current understandings on the old rules. Somebody has got to have a good reference for this.
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Post by waysoftheearth on Mar 24, 2012 23:33:15 GMT -6
Thank you, Alderron, for your (as ever) meritorious input ...you have to preface any assertion with "at one point", something I'm not seeing here. So, I'm assuming two things: a) you are attempting to establish author intent; b) you believe that intent is consistent from the date of publication through until 1976 when the fifth print was released. In fact my goal in putting this thread together was more practical and less academically oriented. My goal was simply to describe the Alternative Combat System as it appears in the 3LBBs and the FAQ with as little reference to other sources as possible. The motivation being to illustrate what is contained therein so that others can use the Alternative Combat System in their games without having to trawl the source texts first hand to piece it together. Let's recall that many gamers don't have access to the 3LBBs at all, but that shouldn't stop them from playing should it?! I assumed the 6th print because a) it is by far the most numerous print in circulation (practically all the other prints are considered rare and expensive collector's items), and b) it is the most up to date print. Sure, it still contains a lot of errors (which you may recall I attempted to document here) -- but it also contains various additions and/or corrections. D&D had 2 authors, and the man who is most responsible for creating "the alternative combat system" in the first place had nothing to do with the FAQ or any of the other sources cited outside the 3Lbb's. That's true of course, but as I stated above, I was primarily concerned with what actually appears in the 3LBBs and the FAQ. Moreover, I don't have access to the early DA source materials so I'm in no position to reference it. If there are any particularly compelling passages you know of, it would be great to see some quotes (with references)! In the end I'd be a lot more comfortable with this thread if the title was "How did Gary Gygax define the Alternative Combat system in 1976" than the more generalist view taken. I have no problem with attaching that qualifier for academic purposes, but I think unnecessary for practical gaming. For the purpose of this discussion, it doesn't really matter who authored the materials; what does matter is what the presented material is and how it can be used to play D&D. Not buying it. CM's written orders are referenced only in flying battles and can't be stretched to cover a general player "statement of intent" rule. In the play example in UW&A page 13, in what is the only thing that comes close to an example of the start of combat, the caller mearly anounces that "all will be ready for combat". It's unclear, but doesn't seem strikingly like the players are giving statements of intent. The caller is a player. In the examples you refer to we see the caller stating what the PCs intend to do. How is this not stating intent? Moreover, directly after that example (U&WA p14) the text says: Thus play is expected to continue as per the example for the duration of the game. It is true that we don't see an explicit example of a "non-caller player" stating his intent in the 3LBBs, but whether or not there is a caller at all is for each gaming group to decide. The example in the FAQ is more abstract -- with the author surmising the player's intent for the reader. However, if it were actually played out at the gaming table, the referee could not possibly know what the player wanted to do if he did not somehow declare it. Overall, I agree with you that the "statement of intent" rule is not explicitly given, but it is implied in U&WA (p14) and is a practical necessity in any case. I will update the "statement of intent" rule to refer to U&WA p14. Not entirely sure what you mean here Simon by referee adjudication. M&M p11 implies dexterity determines combat order ala Holmes. Not exactly a la Holmes, I don't think. Holmes says explicitly that a player with a higher dexterity score should act before one with a lower dexterity score. Page 11 of M&M says only that dexterity will indicate the character's speed with actions, such as firing first, getting a spell off, and so on. It doesn't state how dexterity will indicate this and therefore how it shall be accomplished is up to the referee. I agree that comparing dexterity scores is one possibility, but recall that monsters don't have dexterity scores in OD&D -- Holmes added rolling monster dexterity scores on the spot to cover that one off. Other means of adjudication are equally viable, and the 3LBBs leave it to the ref to decide how. In original, err, original Dungeons and Dragons there are monster entries which mention greater than 1d6 damage in a manner that implies that larger and stronger creatures are expected to inflict greater damage whether made implicit or not. The following entry in particular highlights the conflict: "LARGE INSECTS OR ANIMALS: This category includes giant ants and prehistoric monsters. Armor Class can be anything from 8 to 2. Hit Dice should range from 2 to anywhere near 20, let us say, for a Tyrannasaurus Rex... Damage caused by hits should range between 2-4 dice (2-24 points)." The rule stated there is unequivocal, "Damage caused by hits" from any large insect or animal should cause a minimum of 2d6 in damage. Many of the creatures in the monster list would certainly fall in the "large" classification. One might argue that "monsters" are not animals but that would seem a little silly IMHO. So with out the added "all do 1d6" rule you cited, the intention would seem to be that "man type" creatures do 1d6, and larger than man type do greater damage. Yes, I agree totally. That is why I wrote: "Successful hits deal 1-6 hit points of damage unless stated otherwise (M&M p19)." I hindsight, what I really meant to say was: (M&M p19) Thanks again for your input Aldarron
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Post by waysoftheearth on Mar 24, 2012 23:44:59 GMT -6
Not everyone agrees with your assesment of authors intent in this case Simon. It isn't quite fair to claim they have your back. I don't expect everyone to agree with me Aldarron -- I can already think of a few who never will -- and I certainly don't mean to peddle my reading as the original authors' "intent" (in truth I am a little bemused why you would say that? I'm trying to be helpful here, I'm not trying to spread my opinion as Gospel). All I ever intended to do is illustrate what is present in the 3LBBs and the FAQ. I don't remember ever claiming that the authors have my back either. What I did claim (in response to Cooper's comment that "you cannot conflate an explanation of exploration turns with combat turns") was that the authors already had. I know you don't believe that is what it says on p8 of U&WA. But equally, I do. I am happy enough to agree to disagree on that, Aldarron.
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Post by aldarron on Mar 25, 2012 9:01:49 GMT -6
Moreover, I don't have access to the early DA source materials so I'm in no position to reference it. If there are any particularly compelling passages you know of, it would be great to see some quotes (with references)! There are discussions going on about how best to do it, but I promise Simon, those materials will be made available to everyone in the not to distant future. I can't stomach hoarded knowledge. <<cough Domeday Newlsetter cough>> Overall, I agree with you that the "statement of intent" rule is not explicitly given, but it is implied in U&WA (p14) and is a practical necessity in any case. Heh, yeah. What I was thinking, partly in refence to the simultaneous movement rule, is that players can be giving thier actions in turn as the combat unfolds rather than "verbal orders" from everybody before any action takes place in the round. Not exactly a la Holmes, I don't think. Holmes says explicitly that a player with a higher dexterity score should act before one with a lower dexterity score. Page 11 of M&M says only that dexterity will indicate the character's speed with actions, such as firing first, getting a spell off, and so on. It doesn't state how dexterity will indicate this and therefore how it shall be accomplished is up to the referee. I agree that comparing dexterity scores is one possibility, but recall that monsters don't have dexterity scores in OD&D -- Holmes added rolling monster dexterity scores on the spot to cover that one off. Other means of adjudication are equally viable, and the 3LBBs leave it to the ref to decide how. Okeydoke. "Other means of adjudication are equally viable" makes sense to me. Thanks again for your input Aldarron Nah, thank you for giving me something to chew on for a while.
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busman
Level 6 Magician
Playing OD&D, once again. Since 2008!
Posts: 448
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Post by busman on Mar 25, 2012 21:51:42 GMT -6
I can't stomach hoarded knowledge. <<cough Domeday Newlsetter cough>> Amen. The worst part is, I'm reasonably certain that some or maybe all of the early Domesday newsletters are not covered by copyright, meaning that there is no reason the information can't be fully shared.
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