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Friday, August 11, 2023

Fixing AD&D initiative/segments

In my most recent foray into the AD&D DMG, I found myself a bit frustrated with the combat mechanics. My general impression - and the same is true for the PHB - is that AD&D has tons of cool rules for combat, but these rules fell disjointed and complicated.

I also noticed what seems like an obvious hole - the lack of obvious connection between surprise, weapon speed and thief skills. They don't seem to communicate... but they obviously should!

I think it would make sense if:

* The thief uses fast weapons (daggers rather than swords) to improve his sneak attack. He often surprises foes by moving silently. 
* Anyone can attack a surprised foe with a fast weapon - maybe more than once. 
* A surprised enemy can be "backstabbed" by the front. 

Could we make a complete overhaul of segments, initiative, surprise and weapon speed - so they can all fit together in a coherent whole?

Well, let's try!

1. Getting surprise


Either:

A) Use the usual AD&D rules, or;

B) if you're using 1d20 skills/initiative (like in Dark Fantasy Basic), surprise is achieved by beating the enemies initiative (or perception, etc.) by 10 or more.

Notice that you can simply substitute your stealth/perception (if they also use a d20) roll for your initiative. If the thief gets 23 in his stealth check and the goblin rolls 9 for his perception (or hear noise, etc.), the goblin is surprised.

The goblin is surprised for one segment, plus one for each point of difference over 10; e.g., 5 segments in the example above.

[Alternatively, you could use 1d20 for AD&D too, and "translate" AD&D bonuses to surprise as modifiers to initiative: +3 for rangers, +5 for barbarians, etc. Add circumstantial modifiers as needed. This is much simpler than the original rules.]

If only one side is aware that the other side is present, they have an obvious advantage, which should also give them a bonus (I'd start with +5, maybe +10 if your foe is sleeping). "Prior detection negates the possibility of surprise", as the DMG says. Even if a PC in the best circumstances roll terribly and loses initiative, he won't be surprised.

2. Surprise effects


When you surprise someone, you win initiative. In addition, you gain additional segments (see above, or roll 1d10 once per player or per group) to take actions BEFORE any other action.

* Attacking takes at least one segment, but you're limited to your usual number of attacks (one for most PCs, more for high level fighters, etc.). In addition, you can take ONE extra attack if you use a number of segments equal to your speed factor (SF - determined by your weapon). E.g., if you usually have two attacks per round, a dagger (SF 2) allows you to make three attacks within two segments. Again, you only get ONE extra attack - you do NOT attack 15 times with ten segments!

[We need to assign SF to ranged weapons... I'd start with 5 or 6].

The first attack against a surprised opponent counts as a "backstab" regardless of direction.

* Spells take a number of segments equal to spell level TIMES THREE. This keeps spellcasting a lengthy process as intended in AD&D.

* Movement takes 10 segments. If you have fewer segments you can take a fraction of your movement (e.g., in 5 segments you can move 50% of your maximum).

* Other actions are determined by the GM; we suggest 1 segment for every few (2-6) seconds.

* Combining actions is also possible at GM fiat, but changing actions take at least one segment between them.

This is how it would look in practice:


Andrei, Bob and Chris surprise a group of four (NPC) goblins from an enemy clan. They decide to attack on sight. They get 5, 6 and 3 segments each.

Andrei gets to make an extra attack with his dagger (SF 2). The first attack counts as a back-stab.

Bob is using a spear (SF 7), so no extra attacks for him - he gets one attack as usual. Alternatively, up to 60% of his total speed, or try to talk, hide, get something in his backpack, etc.

Chris is a mage - he can cast a 1st level spell with his 3 segments.

After that, proceed to combat as usual. The PCs have the initiative.

Simple, right?

Using this for modern games

In most modern games (e.g., D&D 5e), winning initiative means you get to move and attack before the opponent, regardless of initiative "phases". If you're using such systems, surprise will only give you a few benefits - maybe an extra attack or some additional movement.

This is milder than the usual 5e rules for surprise, but it does allow a thief to take advantage of his sneak attack, which 5e doesn't, while also being more limiting to mages - both positive consequences, IMO.

In this case, it is up to you to decide a weapon's speed factor.

Anyway...

It took me a while to reach a reasonably elegant solution. I kinda like it - especially the d20 initiative part. It reduces the number of rolls and it "connects" everything (stealth, surprise, weapon speed) smoothly. Still far from perfect, but I like it better than the original.

There is infinite crunch to be added here... if you want. You could recalculate the number of attacks per round according to weapon speed, move characters segment by segment, etc. But I think therein lies madness. We are trying to simplify things, not make them more complicated. so we leave spell interruption and other effects of weapon speed to a different post.

2 comments:

  1. Nice examples. About three years ago our table began experimenting with Unearthed Arcana Initiative System. Very similar. And provides a LOT of advantages. Keeps everyone focus as you're never sure WHEN you're "up". Promotes teamwork. Makes weapon selection matter. etc. And You have some ideas I'm ready to steal and adapt.

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    1. Thanks! I need to take a deep dive into Unearthed Arcana!

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