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Post by geoffrey on Jan 20, 2013 17:00:43 GMT -6
Given a 60-second combat round, why not totally drop the question of "Who goes first?" in combat? A fighting-man and a gnoll (for example) in the course of 1 round undoubtedly strike and parry and lunge and lurch and duck and all the rest many times. It's not a case of swinging one's weapon once every 60 seconds.
So why initiative? Why not simply rule that all combatants are doing everything at the same time, and that all participants who had a successful attack roll then roll damage at the end of the round?
(Of course, the above does not preclude surprise, which would result in a round in which the surprised party can do nothing at all.)
What would be lost by doing combat this way?
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Post by Deleted on Jan 20, 2013 17:10:16 GMT -6
Variant initiative systems allow for tactical consideration regarding armor and weapons, and additional benefit for high dexterity.
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Post by Zenopus on Jan 20, 2013 17:11:45 GMT -6
I've thought the same thing. It would speed up combat quite a bit. Also, you could get rid of declarations before initiative (assuming you use them). The DM just goes around and has you roll right then for whatever you want to do that round. There's no "spell disruptions" or casting times in OD&D (or Holmes) so spells should be instantaneous.
Even if you use initiative, it hardly matters in OD&D unless there's a killing blow. If using initiative, you could wait until someone has a chance of dying before rolling to see if they get their last attack in or not.
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Post by waysoftheearth on Jan 20, 2013 18:32:21 GMT -6
What would be lost by doing combat this way? Possibly a little bit of drama might be lost from scenarios such as... * When one blow could kill, who will strike first? * Can a PC put himself between the villain and his helpless victim before it's too late? * Will missiles be loosed before or after the charging enemy crash into melee? * Will a fleeing PC get around the corner/into cover before a barrage of missiles hit him in the back? * Can a PC break off combat before the enemy attack? * Can the magic-user complete his spell before the enemy puts a sword through him? Also, this method risks introduction of a few illogical scenarios such as; the magic-user casts charm person at the same time as the villain slays him. Which of the two mutually exclusive actions actually happens? Fun to think about thou
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Post by Zenopus on Jan 20, 2013 18:40:30 GMT -6
I agree, but you could roll initiative (or compare dexterities, or make DEX checks) between the relevant parties only when those limited cases occur, rather than every round.
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Post by Ynas Midgard on Jan 20, 2013 18:47:47 GMT -6
I have dropped initiative quite some time ago. I only require a roll when such situations occur. Actually it's like what Zenopus said.
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Post by waysoftheearth on Jan 20, 2013 18:50:00 GMT -6
Yep; only rolling when it actually matter makes a lot of sense.
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Post by mgtremaine on Jan 20, 2013 19:03:07 GMT -6
I dropped init also it works fine.
-Mike
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Post by talysman on Jan 20, 2013 20:22:02 GMT -6
I dropped separate init rolls a while ago, although I still have been using informal judgement of when actions take place based on weapon length. Deferring that until actually necessary seems like a good idea. Another idea is to let the damage roll indicate order of attack, when it's important. Two people with only a handful of hit points each hit each other? The one that does the most damage strikes first; a last strike as the victim falls is totally optional.
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Post by aldarron on Jan 20, 2013 20:31:13 GMT -6
".... Combat A. The Alternative Combat System, D&D Book I will be used, as well as the Weapon Damage Table from GREYHAWK. Only the "against man-sized opponents" column. B. Melee starts when opponents come to within 10' of each other. All blows are considered simultaneous, except as detailed under Surprise. C. No "initiative die" system will be used in the tournament. ....."
The above is from the GenCon IX (1976) Tournament Rules, published by Judges Guild. What I'm not sure of is whether they were Judges Guild only adventure rules or whether they were TSR's rules for the whole tournament. In any case, the "no initiative" idea has a long history.
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Post by Sean Michael Kelly on Jan 20, 2013 21:57:11 GMT -6
Isn't this essentially how T&T resolves? Opposing dice determines initiative, hits, and damage? I haven't actually played it yet, but have read through the rules a few times.
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Post by geoffrey on Jan 20, 2013 22:03:38 GMT -6
".... Combat A. The Alternative Combat System, D&D Book I will be used, as well as the Weapon Damage Table from GREYHAWK. Only the "against man-sized opponents" column. B. Melee starts when opponents come to within 10' of each other. All blows are considered simultaneous, except as detailed under Surprise. C. No "initiative die" system will be used in the tournament. ....." The above is from the GenCon IX (1976) Tournament Rules, published by Judges Guild. What I'm not sure of is whether they were Judges Guild only adventure rules or whether they were TSR's rules for the whole tournament. In any case, the "no initiative" idea has a long history. Wow. I didn't know that.
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Post by Deleted on Jan 20, 2013 22:28:43 GMT -6
The game I play in we don't use initiative rolls. Basically, the party goes first and then the GM rolls for the monsters. It hasn't affected the feel of the game at all in my opinion.
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Post by Vile Traveller on Jan 20, 2013 22:36:10 GMT -6
I think it makes relatively little difference in OD&D combat. You can still keep order-of-attack, such as spells before melee, but melee means "a big huddle of people hitting each other". It's also quite possible for people to kill each other, so I don't see that as a problem.
If spells go first, a character would be charmed before he got a chance to attack the caster. Tactics, like in real life, would concentrate on achieving surprise - once fighting starts, it all gets pretty chaotic.
In summary, I can well live without initiative in a 60-second abstracted combat round. Once you get down to 10 seconds or so, I'd think about keeping it.
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Post by runequester on Jan 20, 2013 22:55:27 GMT -6
Good thinking. I think in most cases, you can probably just eyeball it. If an orc is charging directly at the archer, the archer get's his shot off first. If a fighter and an orc are brawling, they both roll normally.
In cases like movement interfering with each other, you could roll for it, prorate the movement (if you use mini's) or whatnot.
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Post by waysoftheearth on Jan 20, 2013 23:32:39 GMT -6
Basically, the party goes first and then the GM rolls for the monsters. Wow! Always going first is a pretty serious advantage!
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Post by aher on Jan 21, 2013 0:57:26 GMT -6
Isn't this essentially how T&T resolves? Yes. In the Tunnels and Trolls RPG, combat is very abstract, fast-paced, group (many-versus-many) oriented, and simultaneous. Here's how it works in a nutshell: Each side gets a certain number of "personal adds" based on the individual members' ability scores plus a certain number of "dice" based on their weapon types. Let's say side A gets 10d6+15 and side B gets 8d6+20. In each combat round, each side rolls their dice+adds. Let's say A gets a total of 55 and B gets 48. The side with the higher total wins that round. The difference in totals (55-48=7) is the damage and gets distributed among the losing side's members (in this case side B).
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Post by aher on Jan 21, 2013 2:33:15 GMT -6
* Will missiles be loosed before or after the charging enemy crash into melee? This actually is a really fun question to try to answer analytically. I can't claim to offer any definitive answers or provide the most rigorous analysis, but I think I can fill in some of the blanks. This article entitled " Horse Speed in MPH - How fast is your horse going?" says that different types of horse gallop at different rates: - A thoroughbred gallops at 40mph ≈ 59 fps. These horses are long distance racers.
- A quarter horse gallops at 50mph ≈ 73 fps. These horses run in short bursts.
- Non race horses gallop at 30mph = 44 fps.
So let's say quarter horses are charging long bowmen. The section on " Range and penetration" in the article on the English Longbow states The range of the medieval weapon is not accurately known, with estimates from 165 to 228 m (180 to 249 yds). Modern longbows have a useful range up to 180 m (200 yd). A 667 N (150 lbf) Mary Rose replica longbow was able to shoot a 53.6 g (1.9 oz) arrow 328 m (360 yd) and a 95.9 g (3.3 oz) a distance of 249.9 m (272 yd). Let's say it's 200 yards (= 600 feet). Reaction time will be a factor. Let's say the longbowmen start to react when the cavalry get in range. The Great Soviet Encyclopedia (1979) says For a simple reaction the average human reaction time in the most favorable cases is no less than 0.15 seconds (recognition of visual images is no less than 0.4 seconds) At the moment the cavalry gets in range 600 feet away, the long bowmen will have 8.22 seconds to shoot before they arrive. If it takes 0.22 (>0.15 second minimum reaction time) seconds to react, they'll only have 8 seconds. And in this 0.22 second interval, the cavalry will travel 0.22 seconds * 73 fps = 16 feet, leaving 8 seconds and 584 feet left to go before crashing into the long bowmen. There are " 10 basic steps to shoot a longbow": - Stance
- Nocking the arrow
- Hand position
- Pre-draw preparation
- Drawing the bow
- The reference point
- Holding and aiming
- The Loose
- Follow through
- Relaxing
Now, unfortunately, this article doesn't state how long it takes to get to step #8, "The Loose." But the section on " Shooting rate" in the Wikipedia article says the maximum rate would be about 6 per minute or about 10 seconds for all 10 steps. So "the loose" could conceivably happen right before or right after contact with the cavalry in 8 seconds. This vulnerability of archers to cavalry charge is why " they were often deployed behind physical barricades, such as stakes and poles driven into the ground..." If you're earnest about doing a rigorous mathematical calculation, you might also find this Q&A entitled " How fast does an arrow fly?" of some interest. It says, "In general terms, an arrow shot from a recurve or longbow will speed along at approximately 150-250 fps."
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Post by aher on Jan 21, 2013 3:07:40 GMT -6
Also, this method risks introduction of a few illogical scenarios such as; the magic-user casts charm person at the same time as the villain slays him. Which of the two mutually exclusive actions actually happens? Not to be too gruesome, but I could imagine a situation where the spell is cast just before or after the villain's sword plunges into the MU's heart: If the spell goes off an instant before the sword enters the chest cavity, the charmed villain may not be able to stop the forward momentum of the sword. Even though he wants to stop himself, he can't--the laws of physics won't let him. If the sword plunges into the heart an instant before the spell is cast, there's still time to finish casting it: This Q&A entitled " How long does it take to die after being stabbed?" says You will lose consciousness in seconds, as the heart is unable to pump blood to your brain at a pressure necessary to maintain cerebral blood flow enough to keep you conscious. Brain death will follow in several minutes. So the MU may have a second or more to finish casting before he loses consciousness, and several minutes before brain death. In either case, you could have both a dead MU and a charmed villain.I'm assuming the charm doesn't break when the MU dies. It breaks with a dispel magic. But even if the spell did break when the MU died, you still have several minutes until the MU's brain dies, which translates into several 60-second combat turns while the spell is still effective.
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Post by waysoftheearth on Jan 21, 2013 5:56:11 GMT -6
If you're earnest about doing a rigorous mathematical calculation, you might also find this Q&A entitled " How fast does an arrow fly?" of some interest. Great work Aher -- have an exalt for your intriguing analysis ;D However, the alternative approach to an exhaustive mathematical study is to "roll for initiative". It may not be forensically accurate and nor should it be; this is a game of fantasy, after all. Rolling for initiative also has the enormous advantages of being utterly simple, and of being ubiquitously applicable!
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Post by Sean Michael Kelly on Jan 21, 2013 6:49:37 GMT -6
Great work Aher -- have an exalt for your intriguing analysis ;D However, the alternative approach to an exhaustive mathematical study is to "roll for initiative". It may not be forensically accurate and nor should it be; this is a game of fantasy, after all. Rolling for initiative also has the enormous advantages of being utterly simple, and of being ubiquitously applicable! Aher, indeed, exalt! It's encouraging to know the mechanics behind all of this, but in the long run, I concur with Simon's point regarding ubiquitous application.) ;D
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Post by kent on Jan 21, 2013 7:02:42 GMT -6
Mathematically, winning initiative every round an infinite number of times is the equivalent of one extra attack. So for a long drawn out fight winning initiative all the time has an advantage measurable as a fraction of one attack, which doesn't really justify all the fuss over precedence. Initiative matters for combats which might only take a single round or a couple of rounds, ambushes, surprise and flee encounters and so on because both parties might not get to attack in the last round. I suppose one could sensibly reduce initiative rolling to those rounds where it is conceivable someone might die or those rounds where someone tries to flee. This actually is a really fun question to try to answer analytically. I can't claim to offer any definitive answers or provide the most rigorous analysis, but I think I can fill in some of the blanks. Good stuff aher.
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Post by Stormcrow on Jan 21, 2013 19:30:53 GMT -6
I like the initiative system from The One Ring, which works thus:
If one party ambushes the other, it has the initiative during the combat. Otherwise, the defending party usually has the initiative. If it is unclear which side should be considered to be defending, then a skill roll (Battle) is made by both sides to obtain initiative.
If the two sides start a distance apart, the referee decides whether there is time for a simultaneous opening volley. If there is sufficient distance between the two sides, there may be more than one volley. Surprised characters may not participate in the volley. Targets aware of attack double their shield bonus against the volley.
The players get to make Battle rolls before close combat is joined to obtain terrain advantages during the fight. The difficulty of this roll depends on the situation: ambushing parties have the easiest roll, then defending parties, then attacking parties. Ambushed parties do not get Battle rolls.
Once close combat is joined, whichever side has initiative for the fight always goes first each round. Players first choose how aggressively (and vulnerably) their characters fight that round, then whichever side goes first does so, then the other side. Repeat until the combat is over.
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Post by jasonzavoda on Feb 9, 2013 12:32:20 GMT -6
Given a 60-second combat round, why not totally drop the question of "Who goes first?" in combat? A fighting-man and a gnoll (for example) in the course of 1 round undoubtedly strike and parry and lunge and lurch and duck and all the rest many times. It's not a case of swinging one's weapon once every 60 seconds. So why initiative? Why not simply rule that all combatants are doing everything at the same time, and that all participants who had a successful attack roll then roll damage at the end of the round? (Of course, the above does not preclude surprise, which would result in a round in which the surprised party can do nothing at all.) What would be lost by doing combat this way? Han shooting first.
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Post by Deleted on Feb 10, 2013 7:21:54 GMT -6
That would be a surprise situation. I've been reading EPT. The original 74 version didn't have any initiative rules. The expanded '75 version included a "reaction time roll" to determine who attacks first but give characters that are killed a "dying blow" so they don't lose their attacks. Reading some of the old rules it appears that initiative was only used to determine who strikes first and had nothing to do with movement. The fleeing rules from pg 12 of U&WA work this way for instance. Also Holmes refers to his Dex-based initiative only once character are in melee range.
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Post by jasonzavoda on Feb 11, 2013 0:20:52 GMT -6
That would be a surprise situation. I've been reading EPT. The original 74 version didn't have any initiative rules. The expanded '75 version included a "reaction time roll" to determine who attacks first but give characters that are killed a "dying blow" so they don't lose their attacks. Reading some of the old rules it appears that initiative was only used to determine who strikes first and had nothing to do with movement. The fleeing rules from pg 12 of U&WA work this way for instance. Also Holmes refers to his Dex-based initiative only once character are in melee range. That was a matter of quicker reflexes, greater experience and a more distrustful nature. Initiative helps to structure combat. Not everyone gets a dying blow. Most of the time some poor smuck is dead before they know it, sometimes before they have the chance to draw their sword or fire their arrow. I've found simultaneous strikes work great for people at the same step of their initiative. Initiative helps to mark the place for the length of spell casting and when someone has more than one attack per round. Initiative is just plain great.
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