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Post by cadriel on Jul 17, 2013 17:34:08 GMT -6
So I'm thinking about a Chainmail style initiative system for OD&D. I think I'd do it like this:
The first round, the longer reach weapon* wins initiative, unless the weapons are within 2 classes of each other (i.e. sword vs hand axe). In subsequent rounds, the shorter reach weapon wins initiative, again except for weapons within 2 classes of each other. If the combatants' weapons are within 2 classes, they do a one-time d6 roll for initiative, high roll wins. Monster reaches can be approximated, or left vague. Innate abilities and spellcasting both use dice to determine who goes first - which allows a magic-user to be interrupted if hit before a spell goes off.
I like this because it's comfortably within Chainmail tradition; it also makes good sense. A PC with a spear can fend off a goblin with a dagger at first, but as soon as the goblin closes the gap the dagger is just faster than the spear. It would also encourage actions like real soldiers performed, such as switching from spears to swords after enemies closed in range.
*For those without Chainmail, OD&D lists the weapons in length order in the equipment chart.
Any thoughts?
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Post by coffee on Jul 18, 2013 6:38:21 GMT -6
I think it would work. I'm planning to do something like that next time I run D&D.
I hadn't thought about the roll for Magic-Users, though. That's a good addition.
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Post by Deleted on Jul 18, 2013 9:10:21 GMT -6
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Post by cadriel on Jul 18, 2013 9:22:53 GMT -6
Much as I love the Ready Ref Sheets, the JG system doesn't do the Chainmail-style switch, which is what I really want out of this. I do like the armor and Dexterity adjustments and would have to think about whether they complicate things too much, possibly playtest with and without them.
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Post by Porphyre on Jul 18, 2013 9:26:55 GMT -6
Just an idea that I never tested, but could Monster Hit Dice be used as "weapon category" ?
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Post by Finarvyn on Jul 18, 2013 11:06:19 GMT -6
It's also on the JG Judges' Screen. I like the system and have used it for years.
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Post by Deleted on Jul 18, 2013 11:57:34 GMT -6
Much as I love the Ready Ref Sheets, the JG system doesn't do the Chainmail-style switch, which is what I really want out of this. I do like the armor and Dexterity adjustments and would have to think about whether they complicate things too much, possibly playtest with and without them. I totally understand. I did the switch thing back in Runequest when it had weapon-length based strike ranks, a very similar system to this one. Probably best to have two charts, one for the first round and one after that. Also, I don't think movement speed/encumbrance should figure into it unless only one party was moving (charging a spellcaster or attacking enemies already engaged). But in those situation distance should also factor in. I've kinda grown to reconsider the assumptions on weapons speed since a two-handed sword is actually pretty handy in short ranged situation thanks to half-swording techniques. Same with a halberd. I guess this is a way of saying that I've seen every possible kind of initiative system and don't like any of them.
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Post by coffee on Jul 19, 2013 7:58:23 GMT -6
I guess this is a way of saying that I've seen every possible kind of initiative system and don't like any of them. See, this is exactly the sort of comment that really makes me miss the 'exalt' function. So I gave it a 'thumbs up' instead.
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Post by cadriel on Jul 20, 2013 6:23:45 GMT -6
I guess this is a way of saying that I've seen every possible kind of initiative system and don't like any of them. Makes sense. It's a hard thing to figure out, particularly with the abstract nature of D&D combat. I just find some weapon length considerations to be compelling since thinking about spear formations and pike hedges historically, both the advantage before a foe has closed and the disadvantage after - but technique makes a huge difference there. Maybe I'll just use a "closing" rule where the longer weapon wins when people are first getting entangled, and after that it's a roll-off.
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Post by coffee on Jul 20, 2013 16:56:40 GMT -6
Y'know, I'm not sure you'd need initiative at all. You could just use weapon length (spell complexity, etc.)
In Chainmail, the initiative rules give the winner the option to move either first or second. Melee all happens at once.
Most dungeon combats will be melees, so maneuver isn't as important.
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Post by geoffrey on Jul 20, 2013 22:13:21 GMT -6
I guess this is a way of saying that I've seen every possible kind of initiative system and don't like any of them. See, this is exactly the sort of comment that really makes me miss the 'exalt' function. So I gave it a 'thumbs up' instead. That is indeed awesome.
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