I've gotten a couple copies of Blueholme Journymanne for my club and am intending to start a campaign a few months from now. I started playing with Holmes, and love Blueholme except for the one thing I didn't like about Holmes, the lack of anything interesting in the weapon department. (Honestly, if monsters have variable damage, and clerics and m-u's have spells, why not give some spice to the fighter's weapons?)
I also had been looking at the Chain-Mail man-to-man rules and realized that that system could be ported easily over to the Blueholme initiative turn sequence. I played around with it a little and think it could work well.
Has anyone given it a try, either in OD&D or Blueholme?
I know there is an optional weight/damage rule in Blueholme, but I think that it's even worse than the standard system. You would have to be an idiot to use a heavy weapon under that option system. I love everything about Blueholme except the weapons system.
Cool avatar drskull - I particularly like how the drawing is on blue line-rule paper!
I haven't used the Chainmail classes based on length, but one neat thing about the OD&D equipment list, which is also preserved in Holmes, is that the weapons are listed in the same order as the 12 weapon classes in Chainmail ---
Dagger Hand Axe Mace Sword Battle Axe Morning Star Flail Spear Pole Arm/Halberd (listed separately in the equipment list) Two-Handed Sword Lance Pike
A simple way to use these numbers would be to allow first attack on the first round of combat to go to the highest class. Gygax actually suggests something like this for polearms in B2.
Thanks on the avatar compliment, I had my daughter draw that for me a few years ago for a "Skull Mountain" dungeon I had made for a campaign.
The initiative scheme I was thinking of is basically what you suggest. Scroll from bottom of list up on first round, from the top on down on 2nd and further rounds (and a limited amount of variable damage too 1d4/1d5/d8).