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Combat
Jul 28, 2007 1:06:23 GMT -6
Post by coffee on Jul 28, 2007 1:06:23 GMT -6
I'm curious: How do you run combat in OD&D? That's an awfully general question, I realize, so I'll be happy with any responses I get. Anyway, here are some more specific questions:
Do you use Chainmail (2d6) or the Alternate Combat System (d20)?
Do you use variable weapon damage?
What do you use for a sequence of play?
Do you use individual or group initiative?
How long of melee rounds do you use? (BTB it appears to be 1 minute, as held over to AD&D.)
Anyway, that's the sort of thing I'm wondering. I've never run OD&D but I'd love to; I just want to have a good grip on running combat before I start. Thanks!
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Combat
Jul 28, 2007 1:47:34 GMT -6
Post by philotomy on Jul 28, 2007 1:47:34 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)? Alternate. No. What makes sense for the situation. see hereEdit: I've been using this sequence and liking it. Yes. I use 12 seconds. I think the 1 min. round makes more sense for mass-combat (e.g. Chainmail battles), but I like a shorter round for most RPG situations.
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jochen
Level 1 Medium
Posts: 22
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Combat
Jul 28, 2007 5:24:54 GMT -6
Post by jochen on Jul 28, 2007 5:24:54 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)?
The alternate combat system, I think is easyer and quicker in resolving combat situation. I prefer it this way.
Do you use variable weapon damage?
Yes, but not as in Greyhawk. Typically weapons deal 1-6 points of damage, but for daggers, staffs and slings I allow only 1-4 points of damage while a 2-Handed Sword would do 1-8 points of damage, same for halberd. Most important is, that I use d6 for HD.
What do you use for a sequence of play?
as described in Chainmail with spells taking the place of artillery
Do you use individual or group initiative?
by group
How long of melee rounds do you use? (BTB it appears to be 1 minute, as held over to AD&D.)
Funny, we never talked about that... but it has to be "fast and furious"
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Combat
Jul 28, 2007 5:36:37 GMT -6
Post by mauricio on Jul 28, 2007 5:36:37 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)? Neither. I don't like the weird dice and don't know the chainmail system, so I just use something like the alternate, but rolling two normal dice.
Do you use variable weapon damage? That's stupid. All weapons do one hit.
What do you use for a sequence of play? Everyone acts togheter.
Do you use individual or group initiative? Neither. Everyone acts together.
How long of melee rounds do you use? (BTB it appears to be 1 minute, as held over to AD&D.) Who cares?
And I think by the book it's suposed to be 1 minute for a exploration round only, with combat rounds being 6 seconds long.
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Combat
Jul 28, 2007 5:37:54 GMT -6
Post by Finarvyn on Jul 28, 2007 5:37:54 GMT -6
I use the "alternate" system with simple weapon damage (small weapons are d4, normal are d6, pole and two-handed are d8).
For initiative, each player rolls his own and "the monsters" get one group number.
I never let time per round get in the way of a good adventure. I just think in terms of "actions". Fighting someone takes an action. So does casting a spell. Quaffing a potion or handing an item off to another character takes no time. Seems to work for us.
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Combat
Jul 28, 2007 6:24:26 GMT -6
Post by meepo on Jul 28, 2007 6:24:26 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)?d20. It's all I've ever known and I'm too stubborn to track down a copy of Chainmail and relearn it now!! Do you use variable weapon damage?I don't. All weapons do D6 damage. Two-handed weapons or two single-handed weapons together (Fighting Men & Thieves only; the offhand weapon must always be of equal size or smaller than the main hand), I roll 2 six-sided dice and discard the lower die for damage. Do you use individual or group initiative?Group, usually. Individual is it make sense for the moment What do you use for a sequence of play?Players determine who goes when on their side, monsters acts together. How long of melee rounds do you use? (BTB it appears to be 1 minute, as held over to AD&D.)What maurico said!
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Deleted
Deleted Member
Posts: 0
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Combat
Jul 28, 2007 6:51:29 GMT -6
Post by Deleted on Jul 28, 2007 6:51:29 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)?As with Meepo, I've never used any other method other than d20, but I've been kicking around the idea of an all d6 D & D game mechanic (just not sure how it would work...). Do you use variable weapon damage?I did, but that's going to change. What do you use for a sequence of play?Dexterity runs the sequence (see below). Do you use individual or group initiative?No roll for initiative. Roll for surprise (if applicable), then morale (if applicable), then whoever's (or whatever's) dexterity is higher acts first (using a d6 roll for tie-breakers). How long of melee rounds do you use?10 seconds. I modified my post from earlier this morning...I'm going to implement these changes at our next game. ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
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Combat
Jul 30, 2007 1:44:08 GMT -6
Post by coffee on Jul 30, 2007 1:44:08 GMT -6
Hey, everybody, thanks a lot for your responses. You've all given me some good things to think about!
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Combat
Jul 30, 2007 21:03:57 GMT -6
Post by tgamemaster1975 on Jul 30, 2007 21:03:57 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)?
I prefer the Alternate Combat system, I think it is quicker and better all the way around.
Do you use variable weapon damage?
Yes, just as in Greyhawk and I use different hit dice for the character classes and for different monsters. Monsters hit dice vary from 4-sided to 10-sided. For example Dragons use 10-sided hit dice for hit points.
What do you use for a sequence of play?
I also use "as described in Chainmail with spells taking the place of artillery."
Do you use individual or group initiative?
I use by the group to keep the game moving.
How long of melee rounds do you use? (BTB it appears to be 1 minute, as held over to AD&D.)
We use 6 sec melee rounds, with 10 melee rounds equals a turn which equals one minute.
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Combat
Aug 30, 2007 9:16:33 GMT -6
Post by philotomy on Aug 30, 2007 9:16:33 GMT -6
I've been trying out the sequence of combat from Swords & Spells (which is based on Chainmail), and it's been working well, so far. It's quite a bit heavier than my usual approach, but I like the way it incorporates traditional D&D elements that I enjoy (minis and positioning, missile ROF, variable spell-casting times, etc). Some background info, and the sequence, itself.
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Combat
Sept 6, 2007 6:08:01 GMT -6
Post by crimhthanthegreat on Sept 6, 2007 6:08:01 GMT -6
Do you use Chainmail (2d6) or the Alternate Combat System (d20)?
When we switched from Chainmail Fantasy to OD&D we also switched to the Alternate Combat System.
Do you use variable weapon damage?
Yes, in the campaign(s) where I use Greyhawk, paladins, etc. But in a campaign where I use only the three LBs then I don't use variable weapon damage,
What do you use for a sequence of play?
I use what seems to make sense for the specific situation.
Do you use individual or group initiative?
If there are only 4 or less players then usually individual for the players, and by group for groups of 5 or more players, and always by group for the monsters.
How long of melee rounds do you use? (BTB it appears to be 1 minute, as held over to AD&D.)
I use 2 sec melee rounds, 10 melee rounds to a turn (30 rounds i.e. 3 turns per minute), combat is fast and furious.
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