More on D&D Initiative: Weapon Speeds, Teamwork and Ranged Combat

As I’ve mentioned before, D&D combat is not really the most realistic of systems. This doesn’t matter much, because it’s fun! However, with Mike Mearls talking about providing an alternative initiative system, it’s revived my interest in the various initiative systems D&D has used over the years – an abiding interest of mine. Mike’s system, for those who haven’t seen it, requires all combatants to … Continue reading More on D&D Initiative: Weapon Speeds, Teamwork and Ranged Combat

A Look at Initiative Systems in Dungeons & Dragons

Combat in Dungeons & Dragons is not particularly realistic. Its mechanics exist to make a good game rather than accurately relate what would happen in a real fight. The current initiative system can be described as a cyclical system. At the beginning of each combat, an initiative roll is made (a Dexterity check) by each combatant. The combatants are then ordered from highest roll to … Continue reading A Look at Initiative Systems in Dungeons & Dragons

Initiative in AD&D 2nd Edition

It is probably fair to say that the main line of D&D development never had a coherent initiative system until AD&D 2nd Edition came along in 1989. Gary Gygax was many things, but a writer of clear, unambiguous combat rules was not one of them. The systems in the various versions of Basic D&D were used by many as the basis of how to run … Continue reading Initiative in AD&D 2nd Edition

Initiative in Basic D&D

As previously related, early forms of D&D had trouble clearly describing an initiative system. Original D&D used the Chainmail initiative system, and other versions or clarifications were proposed in Eldritch Wizardry, The Strategic Review and The Dragon. As the Eldritch Wizardry system seems to be missing some key information, Eric Holmes had something of a problem when he was designing the initiative system for the … Continue reading Initiative in Basic D&D

The Casting Time of Spells in D&D

One of the thornier issues in AD&D is on when a spell resolves in the round. There are – in general – two schools of thought on the subject. The first believes that spell-casting starts at the very beginning of the round and concludes in the segment described in its casting time. Thus, Magic Missile always resolves in the first segment of the round, and … Continue reading The Casting Time of Spells in D&D

The Development of AD&D Initiative

A recent conversation made me interested in why AD&D initiative works as it does. Or at least, why the description is so darn complicated. In doing so, I went back to Chainmail, which has two initiative systems. The first is for regular mass battles. They work like this: Both sides make an initiative roll on d6, with the winner of the die-roll choosing to move … Continue reading The Development of AD&D Initiative

AD&D Initiative

My AD&D campaign, which I run on Saturday evenings, has now been running for 2¼ years with no sign of stopping any time soon. The last session involved me as DM and nine players(!) and the numbers for this week’s session may be similarly challenging. The group has returned to Rappan Athuk, which they’re now tackling with much more experience. In total, we’ve played over … Continue reading AD&D Initiative