Sunday, August 22, 2021

AD&D: Gygax's Example of Melee

Most of the problems with AD&D combat stem from a lack of examples in the rules. Those examples that are provided don't really explain all the details allowing the DM or players to understand what they just read. There is only ONE example of a melee combat run "by the book" in the DUNGEON MASTERS GUIDE (p. 71). I am reproducing it here to pull it apart and (hopefully) explain it as I have come to understand the rules over these past 3 decades of my experience running AD&D.

Example of Melee:

Party A (player characters) is composed of Aggro the Axe, a 4th level fighter; Abner, a 5th level magic-user; Arkayn, a 4th level cleric; and Arlanni, a 2nd level thief. They are hastening down a dungeon corridor in order to avoid an encounter with a large group of goblins, whose territory they are now leaving. It is a ten-foot wide corridor and they are moving with the cleric, fighter, and thief in a line in front, followed closely by the magic-user. Suddenly they round a bend and confront party B, who are earnestly engaged in squabbling over some treasure. Party B is composed of Gutboy Barrelhouse, a 6th level dwarf fighter; Balto, a 1st level monk; Blastum, a 4th level magic-user; and Barjin, a 4th/5th level half-elf fighter/magic-user.

The first thing the DM must do is determine if either party is surprised. He rolls a d6 for party B (where the players can see it, since there are no secret modifiers) and a 2 comes up. The leader for the players rolls and gets a 4 for party A. Party B is surprised (since they rolled a 2) and will be inactive for 2 segments.

Next the DM checks distance, and finds that the parties are only 10’ apart — sufficiently near to close and strike.

Party A immediately recognizes party B as a group of “evil marauders” they were warned against and moves to attack. First, Arlanni the thief, who had her sling ready (as the player had stated previous to the encounter), fires a shot at Blastum, who is obviously a magic-user. A sling bullet gains +3 “to hit” vs. no armor. Arlanni would usually need an 11 to hit, but now needs only an 8. She rolls a 5, and misses.

Aggro the fighter rushes forward to attack the nearest opponent, who happens to be Balto, the monk. Balto is wearing no armor, so Aggro needs a base 8 to hit Balto. However, Aggro is using a +1 hand axe, and furthermore an axe is +1 to hit vs. no armor, so Aggro’s adjusted amount needed to hit is only 6 (or alternately, the cumulative +2 could be added to whatever he rolls to improve his chances of rolling an 8 or better). Aggro rolls a 14 and hits Balto, but only 1 point of damage is rolled, plus a 1 point bonus from the magic axe (2 points total), and Balto can take 4.

Meanwhile, Abner and Arkayn have been preparing short (first level) spells. The cleric shouts a command of “surrender!” at Gutboy Barrelhouse, but Gutboy is 6th level and thus gets a saving throw. Furthermore, he is a dwarf with a constitution of 16, and thus saves at +4. He therefore needs a 10 or better to save (instead of a 14). He rolls a 17 and saves easily. Unfortunately, he is almost simultaneously hit by two magic missiles from Abner, the magic-user. Against these there is no save, and Gutboy suffers 6 points of damage (from a possible 4-10).

As party B is surprised for 2 segments, party A has a chance to hit in each segment as if they were full rounds (this does not apply to spell use, of course). In the second segment, Arlanni chooses to set down her crossbow and unsheathe her sword. Aggro would normally get another chance to hit Balto, who would be inactive for another segment, but Balto’s dexterity allows him a +1 reaction adjustment, which means that he personally will be surprised for one less segment than the rest of his party. So this segment he is up and on his guard, and Aggro does not get another hit attempt this round. Arkayn the cleric readies his mace as Abner steps back and begins to unroll a scroll for use next round.

Now initiative dice are rolled, and party A’s score is lower, so party B gets to react to the assault. Balto attacks Aggro (who is in AC 2) with his staff. He needs a base 18 to hit, and the -7 armor class adjustment for sword vs. plate mail and shield makes this a 20. He (the DM) rolls a 19 — almost, but not quite! Gutboy Barrelhouse and Barjin the fighter/magic-user both attack Arkayn. That cleric’s AC is only 5. Gutboy has +1 to hit due to strength, and his hammer’s armor class adjustment vs. scale mail and shield is +1, so he needs a 9 or better to hit (11 before bonuses). He rolls a 12 and hits for 5 points of damage (including 1 point of bonus damage from strength). Barjin, with a sword, needs a 13 or better to hit Arkayn. He rolls a 13 exactly, and hits for 6 more points of damage. Arkayn is starting to have second thoughts about this whole affair.

Meanwhile, Blastum has been preparing a shocking grasp spell, and now he steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief, delivering 10 points of damage (1-8 + 4). There is no saving throw: Arlanni has only 8 hit points, and dies.

On the left, Aggro again attacks Balto with his axe. He rolls a 12 and hits him for 5 points. Balto only had two points left, so he is dead.

Arkayn chooses to attempt to hit Gutboy Barrelhouse. The dwarf is clad in splint mail, but he is carrying a +2 shield, so his effective armor class is 1 (though his armor type is 3). Arkayn needs a base 17 to hit AC 1, but using a mace vs. AC type 3 gives him a +1 armor class adjustment, so he really only needs a 16 or better. He rolls a 7 and misses.

During this time, Abner has been reading a web spell from the scroll, and now it takes effect. The web stretches from wall to wall and entangles Gutboy, Barjin, Blastum (who was beginning spell preparations though now they’re ruined and the spell is lost), and the unfortunate Arkayn, who was too near not to get caught. All attempt saving throws, but only Gutboy Barrelhouse makes his, and thus is only partially entangled. However, even his 17 strength will not enable him to escape the web in time to avoid being subsequently subdued or killed by Aggro. The melee is effectively over: Arkayn can be helped out of the web by his friends, while Barjin and Blastum are basically helpless to avoid whatever the player characters have in mind concerning them.

As you can see, a large number of things can happen in each round of melee, yet this whole fight took only two minutes of game time. Some melees will last far longer. It may seem at first as if there is a tremendous number of confusing variables that modify the action, but you’ll be surprised at how quickly you’ll be able to conduct a complicated melee and routinely cover every point. An experienced DM can do it with only an occasional reference to the tables (though it is not recommended that you try this – wait until it comes naturally). The main thing to remember is to do everything in an orderly, step-by-step fashion. Deal with your players’ actions and reactions one by one instead of all at once, or you will never be able to keep track of what round it is, and who’s doing what when.

ANALYSIS

Party A 

  • Aggro the Axe (human Fighter 4th level)
  • Abner (human Magic-User 5th level)
  • Arkayn (human Cleric 4th level)
  • Arlanni (human Thief 2nd level)

Party B

  • Gutboy Barrelhouse (dwarf Fighter 6th level)
  • Balto (human Monk 1st level); hp: 4
  • Blastum (human Magic-User 4th level)
  • Barjin (half-elf Fighter/Magic-User 4th/5th level)

Surprise (DMG pp. 61-62)

Party A (2 in 6) rolls 4, Party B (2 in 6) rolls 2. Therefore, Party B is surprised for 2 segments.

Distance (DMG p. 62)

Normal dungeon encounter distance in (1d6+4)”; However, since Party B was surprised, the DM rolls 1d3 (surprise distance) and the result is 1” (close enough for melee strikes). Remember that these are SCALE INCHES so 1" = 10 feet (indoors).

Surprise segment 1 (DMG p. 62)

Arlanni the Thief has sling ready; aims it at Blastum the magic-user (+3 to hit vs. no armor); needs an 8 to hit (2nd level Thief "to hit" AC 10 needs 11 –3 sling = 8); rolls a 5 and misses.

Aggro the Fighter rushes forward (only 10' so he can still attack this segment) to attack Balto the Monk who wears no armor; he attacks with a +1 hand axe and has +1 to hit AC 10; he needs a 6 to hit (4th level Fighter "to hit" AC 10 needs 8 –1 magic –1 axe = 6); rolls a 14 and hits, rolling 2 points of dmg (1d6 +1 from magic axe).

Arkayn the Cleric prepares Command spell of “surrender” (1 segment) and casts it at Gutboy the Dwarf Fighter; being a 6th level fighter he gets a saving throw vs. spells (F6 save vs. spell is 14 – 4 vs. magic from dwarf abilities = 10); he rolls a 17 and easily shakes off the spell. Remember that a 1 segment spell takes the WHOLE segment to cast, which it why it is happening now at the end of the segment.

Abner the Magic-User simultaneously casts magic missile at Gutboy (1 segment spell); no saving throw so Gutboy takes 6 points of damage from 2 missiles (out of possible 2d4+2). See the above note on why this spell is happening at the end of the segment. 

Surprise segment 2

Arlanni the Thief decides to set down her SLING (thieves cannot use crossbows, Gary) and unsheathe her sword. It's probable that, since he had it right initially, this was simply an editing error.

Balto’s Dex allows an adjustment to Reactions of +1, which means that personally he is not surprised on this second segment; so he and Aggro face off against each other but Aggro cannot take another surprise attack this segment. So, as far as surprise goes, these two must now wait until surprise is over to continue fighting each other under standard initiative rules.

Arkayn the Cleric readies his mace (this is unnecessary since he could have cast the command spell with mace in hand anyway - it has only a verbal component).

Abner steps back (12’ maximum) and begins unrolling a scroll for the next round of combat. This assumes that the scroll was located within easy reach, perhaps in a scroll case tucked in his belt.

Initiative Round 1 (DMG p. 62)

Party B wins initiative. (Assumed rolls: party A = 1, party B = 2)

Balto attacks Aggro the Fighter with his staff, not a sword (vs. AC type 2 he has –7 to hit); he needs a 20 but only rolls a 19.

Gutboy Barrelhouse attacks Arkayn the cleric; Gutboy must hit AC 5, but has +1 to hit from strength, and +1 to hit AC 5 with a hammer so he needs a 9 to hit (6th level Fighter vs. AC 5 needs 11 – 1 from STR – 1 from hammer vs. AC = 9); he rolls a 12 and hits causing 5 points of damage (1d4+1, +1 from STR).

Barjin also attacks Arkayn with his sword, needing a 13 to hit (4th level Fighter vs. AC 5 = 13, no adjustments); he rolls a 13 and hits (barely) for an additional 6 points of damage (1d8).

Blastum has been casting a Shocking Grasp (1 segment) spell and after completed he steps forward to touch Arlanni the Thief; his attack succeeds and he causes 10 points of damage (1d8+1 per level); there is no saving throw so Arlanni, who has only 8 hit points, falls unconscious (-2 hp), not dead. Note that the spell came last since he needed the entire 1st segment to cast it. Why? Because obviously the spell is cast starting on the beginning of the round, and since his party won the initiative, they all go on the losing initiative roll of 1, which equates to the 1st segment. 

Party A lost initiative.

Aggro attacks Balto again with his axe; he needed a 6 and rolls a 12, hitting him for 5 points of damage (1d6); Balto only has 2 hit points left and falls over dying (-3 hp), not dead yet. Per the DMG p. 82, "When any creature is brought to 0 hit points (optionally as low as -3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until -10 is reached and the creature dies." What if the creature takes sufficient damage to reach -4 or lower? Well, in that case, the creature is slain outright. The dying condition only seems to occur at 0 hp (or 0 to -3 hit points if the DM is following this optional rule). This is all per the rules and trumps the death at 0 hp rule from the PLAYERS HANDBOOK as the DMG is the final word on all AD&D rules, being the last of the three core books published.

Arkayn chooses to attack the dwarf who is wearing splint mail and a shield +2 (AC 1, but AC type 3); Arkayn needs a 16 to hit (4th level Cleric vs. AC 1 needs 17 – 1 from mace vs. AC 3 = 16); he rolls a 7 and misses.

Abner has been reading his scroll of web (2 segments) during the round, and it now takes effect, stretching from wall to wall across the corridor, ensnaring Gutboy, Barjin, and Blastum and the unfortunate Arkayn who was too close to the edge; all attempt saving throws vs. spell but only Gutboy succeeds and is thus only partially entangled; however, even a 17 strength will not allow him to escape the web in time before Aggro can kill or subdue him. Blastum could not have been casting another spell since he already cast shocking grasp this round on Arlanni. He could have been readying components to cast for next round, but that is not how the statement was worded and would not have resulted in the loss of a spell. Note that the casting time of web requires 2 full segments to cast, so this spell had to be started at the beginning of the combat and completes after all others have gone on the 2nd segment. If the initiative were tied, then each action goes simultaneously. This is why I assumed that the party who won initiative rolled a 2.

The melee is over. Arkayn can be cut free of the web by his friends, but Barjin and Blastum are caught in the web and are helpless to defend themselves against whatever the party has planned. According to the web spell, the area of effect affects a maximum area of 8 cubic inches (that's SCALE INCHES folks). The corridor here is stated as being 10' wide, we have no idea how tall the ceiling is (but we can assume it is at least 10' tall), so the web extends back down the corridor for 80' beyond the combat area! I assume that the maximum area was not used here, and spells can only be cast into areas the caster can see, so let's assume that the mass is only half as long as that, filling an area 10' x 10' x 40' long down the corridor. Creatures in the web with less than 13 Strength are helplessly entangled until freed by another or the spell ends. Creatures of 13-17 Strength can break through 1 foot of webs per turn (that's 10 rounds). Creatures with 18+ strength can break through 1 foot per round. It states that Saving throws vs. the spell are made at -2. If the save is made, two results may have occurred. If the creature has room to escape, then he is assumed to have jumped free. If there is no room to escape, the webs are only 1/2 strength. So Gutboy Barrelhouse, engaged in melee combat in a 10'-wide corridor had nowhere else to escape to. He could break free at the rate of 1 foot every 5 rounds since he has a 17 Strength.

Arlanni and Balto are both dying, not dead: Arlanni will die in 8 rounds and Balto will die in 7 rounds. Anyone can halt this loss of life by spending 1 round to help them. Any cures used to bring them back to consciousness will still result in the cured being in a coma for 1-6 turns, requiring a week of bed rest to recover fully thereafter. No action can be taken when awake except to eat food, rest, or move to a place of safety (DMG p 82).

There is no rule that the character dies at 0 hit points in the DUNGEON MASTERS GUIDE. That rule only exists in previous versions of the game and is apparently carried over in the PLAYERS HANDBOOK. See above for the actual rule in the DMG.

PHB, page 105 states: Damage is meted out in hit points. If any creature reaches 0 or negative hit points, it is dead. Certain magical means will prevent actual death, particularly a ring of regeneration (cf. MONSTER MANUAL, Troll).

Since the DMG was published after the PHB, it is safe to assume that Gygax thought death at 0 hit points to no longer be a viable rule. He thus changed the point at which death occurs to -4 hp (or -10 hp if dying). This rule greatly increases the chance of a character surviving at lower levels without guaranteeing success. However, this combat example seems to be written using the former ruling from the PLAYERS HANDBOOK. Since the opposing party was obviously a DM-controlled NPC party, having them die at 0 hp or -10 hp is moot since the PCs are not likely to keep them alive unless they want information from them. Most "good guys" don't take hostages for ransom, and most players seek to loot dead bodies, not carry live enemies to a place where they can "sleep it off" once they are defeated. A paladin or LG character might argue otherwise....

One final note: Gygax said this whole melee took only two minutes of game time. This really took 1 minute 12 seconds to complete (each full round is 1 minute long + 2 segments of 6 seconds each). A combat is assumed to take up 1 full turn of exploration minimum, no matter how long it actually takes, since the extra time is spent cleaning blood off weapons, recovering spent ammunition, and picking oneself up off the floor or resting after a grueling combat. It is assumed that party A was hustling along the corridor because they had already mapped it on their way into the goblins' territory (thus they were moving at 5 times normal speed, per PHB p. 102). This accounts for Part B being surprised, and since they were arguing they were not listening for the armored party A's approach.

Thursday, August 19, 2021

AD&D: Clerical Blessings

 I've been talking about magic-users a lot lately, so I thought I'd visit their mace-wielding, gods-fearing cousins, the clerics! Not all the problems with spell descriptions lay with the lowly wizards - in fact, most of the cleric spells are just as poorly described, if not worse, than the magic-user spells. There are also some nuances to being a cleric that some people just don't get. There are three spells in particular that are very poorly designed in the rules, but are seen in use all the time in most games. These culprit spells are Bless, Chant, and Prayer.

The very idea of blessing a party of adventurers by a holy man has been around since the gods were first worshipped - priests and shamans would bless a group of warriors before they went on a hunt, went off to war, or boarded a ship to cross into unknown waters. In AD&D, the holy man is an actual member of the party, a cleric (or druid) who adventures with them and shares in their victories and failures. The idea of affecting the outcome of the battle by blessing the party with a prayer for luck or divine assistance is a common theme throughout most fantasy adventures. In AD&D, this blessing could take one of three forms - the bless spell which is a low-level boost to "hit" and morale; the chant spell which allowed a cleric to affect the fortunes of his allies and enemies while he stood still and prayed; and the prayer spell which was basically a mobile form of the chant spell that allowed the cleric to participate in the battle as well.

The bless spell is fairly straightforward, although it's hard for players and DMs to remember the details of the spell once battle has begun. In fact, the main problem with the spell is that it has to be cast BEFORE the battle begins. It has no effect on anyone who is already in combat. This little "gotcha" is so often forgotten by new players or DMs that they just gloss over it and proceed anyway. (Picture it as the pep speech in Braveheart before the Battle of Falkirk.) The other little problem with the spell is that it takes a full round to cast. This means that if the battle is about to be joined, it's too late to cast the spell. More often than not, if a cleric started out his adventuring day with bless as one of his memorized spells, he's likely to return with it still memorized and uncast since most combats occur quickly and without prior warning. Only old school dungeons allowed for careful planning, advanced scouting, and S.W.A.T.-team-like maneuvers that would allow the party to approach close enough to cast the spell on themselves before combat began, but not too close to be overheard and their position to be given away. You see, the spell only lasts for 6 melee round, regardless of the cleric's level. Assuming that charging is not always an option, you have to be in a good position to make the most of those 6 rounds! As a 1st-level spell, its only effect is to raise morale by +1 (which means nothing in AD&D... I'll explain that in a minute) and raise "to hit" rolls by +1. The spell can be reversed to be a curse on his enemies, reducing morale and "to hit" rolls by -1. Now, what is morale in AD&D? It is basically the will to continue fighting against overwhelming odds, bravery in battle, or the opposite of the fear of death. Later editions changed this spell to read "+1 to saving throws against fear," but in 1st edition AD&D it's just morale. The problem here is that the spell is referencing the old way of doing morale in original D&D; AD&D morale was rolled using percentile dice! So that +1 bonus actually should read +X%. The other problem is that morale was originally rolled on 2d6 so there was a higher probability of getting something in the middle range of 5-9. So the +1 really doesn't mean anything in AD&D 1E, and should probably be ignored - or translated as in later editions to a +1 to saving throws against fear. If one simply translates the value from the old system, then a +1 is roughly equivalent to 9% (you could round to 10% if feeling generous). The morale rules are in the DUNGEON MASTERS GUIDE p. 67 if you want to reference them. The only cool thing about this spell is that the reverse doesn't allow for a saving throw for your enemies and it can be cast up to 6" away (that's 60 feet indoors, or 60 yards outdoors)! The area of effect is fairly large as well (50' x 50') which I assume is because most old-school parties were huge with all those extra hirelings and henchmen for character survivability. In fact, the part about morale in this spell only applies to NPC henchmen, hirelings, and monsters, since PCs never have to check morale (this is decided by the player).

The 2nd-level chant spell is the most confusing cleric spell ever devised. I'm sure it made sense to someone when the spell was originally committed to paper, but the means of successfully casting this spell has eluded me for years. The problem with the spell is how it is cast. Let me first explain that most combats in AD&D do not last very long - most are over within 10 rounds of starting. Few combatants can last longer than 20 rounds with a limited number of hit points. That being said, most clerics don't know how long a fight will last when they start casting a lengthy spell. It's very likely that the combat will be over before the spell ever comes into effect. Knowing that a combat is about to occur is rarely a thing unless, like discussed with the bless spell above, the party has carefully planned their approach to the place where they will do battle and have painstakingly prepared themselves in such a way that they cannot be surprised or ambushed in the dungeon (a near impossibility given wandering monster encounters and other DM surprises like undetected secret doors or undetected traps). Another thing to consider is that all spells in the PLAYERS HANDBOOK have casting times that are listed to represent when the spell occurs during combat. The spell does not occur until the casting time is completed. Thus, a spell that takes 1 round to cast is being cast for the entire round and will not take effect until the end of the round. Now, lets look at chant... The spell has a casting time of 1 TURN - that's 10 melee rounds. The player has to be aware that his cleric will be casting this spell for 10 rounds of action, doing absolutely nothing but casting during that time. If any attack hits him, or special effect causes him to lose concentration on his spell, the casting is disrupted and the spell is rendered useless and lost. The spell itself states that  "Once the chant is completed, all attacks, damage and saving throws made by those in the area of effect who are friendly to the cleric are at +1, while those of the cleric's enemies are at -1. This bonus/penalty continues as long as the cleric continues to chant the mystic syllables and is stationary." Well, how long can a cleric chant? Who knows! The duration of the spell is listed as "Time of chanting." Does this mean that the effects of the spell only start on the 11th round and continue so long as the cleric's luck holds out? Did I not mention earlier that most combats are over within 10 rounds? Some have argued that the effect begins when the casting time begins, but I argue against this as the above sentence clearly states "Once the chant is completed...." The bummer is that the cleric (who is likely the only one with healing spells in the group) is tied up casting for 10+ rounds to even get a benefit from the spell, and has to remain chanting and stationary to keep the bonus going. What's worse is that the same things that can disrupt casting, also disrupt chanting! So, even if you manage to not get hit for 10 rounds while casting, the spell can still be ended prematurely if the cleric is struck, grappled, or magically silenced. The effect is smaller than a bless spell, forming a 30' radius around the chanting cleric, so the cleric has to be situated in the middle of the combat to make this effective. If he starts casting before the combat begins, the combat is likely to move outside the area of effect of his spell, thus negating all the effort put into casting it. This spell makes absolutely no sense as written! I've house ruled the casting time to equal that of bless at 1 round. This way there is only a slight delay while the chant is cast, then the cleric can continue chanting for as long as desired (or until he is disrupted somehow). As written, the spell is worthless and there are better options for spells at this level. The only good thing is that the spell has no saving throw, so the effect is guaranteed (if you can actually pull it off). Now, one could try to offset the possibility of disruption with a sanctuary spell, but the duration of sanctuary is only 2 rounds + 1 round/level. You would have to be a 9th level cleric before this could even be considered a viable option!

The final spell is prayer. This 3rd level spell has the quickest casting time of all the "blessings" (at 6 segments) and has a moderately large area of effect (60' radius around the caster). Its effects are identical to chant, but the cleric can move and do other things once the spell is cast (a "fire-and-forget" spell). The duration of the prayer is 1 round/level. Given that the first time a cleric sees a 3rd-level spell is at 5th level, this could be less of a duration than the 1st-level bless! Given that the cleric can move around once the spell is cast, I take this as being an aura that moves with the cleric, allowing him to alter who is in the area of effect (unlike a chant spell which is stationary). A curious note in the DMG p. 42 indicates that two clerics can combine the effects of a chant and a prayer spell so long as they are both of the same religion. To me, this seems like a synergy effect with a cleric's henchman or clerical followers. Have the clerical henchman/follower cast the chant spell, then the PC cleric casts his prayer spell, gaining thus a +2 bonus to hit, damage, and saving throws. The problem is that the overlap of the two spells is thus dependent on the stationary chant's smaller area of effect. If one had two or three henchmen all capable of this spell and spread throughout a large hall, this could be a really cool visual for the imagination!

In essence, the power of the "blessing" spells are based on level, with the most powerful (and useful) of the spells topping out at 3rd level. There are few truly useful spells at 2nd level for a cleric except for the combat spells hold person and spiritual hammer. Slow poison has its usefulness, but with chant being so broken, the cleric loses some power compared to other classes. Luckily they have the ability to Turn undead as well, and the ability to fight effectively in hand-to-hand combat. In essence, a cleric's spells are meant to bolster the party, protect it from harm, and remove all the nasty side-effects inherent in dungeon-delving. It was never meant to be competition for the magic-user, although many players have sought to accomplish this over the years (especially by playing evil clerics with their curses, animated dead, and reversed healing spells). The role of a cleric is to "serve and protect" his adherents and spread the word of his patron deity, gathering new followers into the fold in the process. The "blessing" spells make the cleric into a sort of bard, inspiring bravery and bolstering the abilities of those around him that can hear his prayers. I wonder if this is the reason why the bard was included only as an optional class - since the abilities of the bard were simply pieces of the other classes mashed together into a strange conglomeration of fighting, thieving, magic-use and druidcraft.

Saturday, August 14, 2021

AD&D 2nd Edition: Initiative Comparison

Initiative in 1st edition AD&D was, quite frankly, a mess. It was not well-explained and the rules tended to contradict themselves in certain portions of the books. So much extra space was devoted to the exceptions, that the basic process was glossed over and felt confusing, with assumptions made regarding what players knew about the game in its previous incarnations. AD&D 2E cleared all of this up by completely revamping the entire system.

Originally, the D&D game was based solely on a d6 because, at the time, other dice-types were novelty items used by mathematicians for probability exercises. So it's no wonder then that the d6 was used as the initiative die of choice at the time. However, when AD&D rules came along, the 1 minute combat round was broken down into 10 6-second segments, and the d6 was still used to determine when in that round the characters and monsters would go. When it became necessary for the die to dictate when an action occurred, one converted the roll into the segment. It was all very messy and not well-explained.

Later, it was learned that some folks at TSR (Gygax included) were using a d10 for initiative. This made more sense, since the round itself was divided into 10 units. The game always seemed to be in flux in the early days, with play-testing constantly changing the way the rules were being interpreted. It was natural then for the 2nd edition (which is closely based on 1st edition) to adopt the d10 as the initiative die of choice. However, the major difference came when high roll no longer won initiative - now the low roll went first!

It made more sense for the low roll to go first, since the 1st edition method of having the winning side go on the lower roll segment was essentially the same thing, just in a twisted way of explaining it all. Now one knew exactly in what order the combatants would attack without having to do mathematical acrobatics to figure it all out (not really all that hard, unless you play with young players or you're 3+ brews in before starting your combat). However, don't think that all initiative rules in 2E are easier or quicker to run. We spent entire 7-hour sessions in college running combat with 6+ players and a DM, all with multiple attacks, numerous spells, and monster abilities. We needed a chalkboard to keep track of it all (and a player to help run the initiative board for the whole battle).

Just like in 1E, 2E initiative was very basic. So long as the optional rules were not used, both sides (players and DM) rolled a single d10 for each side. Low roll went first. Very easy and basic. But we never liked doing anything easy and basic... There were standard modifiers to the initiative roll that applied regardless of using the optional rules or not. Such things as being hasted or slowed, on higher ground, setting weapons to receive a charge, or being in an environment that affected your reactions or movement were all modifiers to the roll. However, ALL members of the group had to be affected by the condition to receive the modifier. Thus, if a single person in a party was hasted, there was no initiative modifier for his side. If only one person had set a spear against a charging wolf, his side did not receive the modifier.

The first Optional Rule listed was for Group Initiative. A single die was still rolled for each group, but then that die was modified by weapon used, attack form, spell being cast, creature size, or magic item being employed. This allowed some differentiation and favored certain quicker spells and weapons while slowing the attack for the larger monsters or those characters using larger, heavier, and more cumbersome weapons that did more damage. The end result was that the fighter with a two-handed sword struck slower than a thief with a dagger (as it should be). In essence, characters using lighter, less-damaging weapons were suddenly more viable as they tended to strike earlier in the round and get their damage in before the heavy-hitting weapons and slower monsters. This was a big difference from 1st edition, where speed factors of weapons only came into play on a tied initiative roll or when facing off against spell casters in melee. This is the version we used during our games in college and beyond. One designated person in the group would roll initiative for our side, while the DM rolled initiative for the monsters. Then we all adjusted that die roll for our actions (casting spells, using wands, swinging weapons, etc.). 

The second Optional Rule was essentially what 3rd edition became. All players rolled their own initiative die, but then modified it with all the modifiers from the other Optional Rule. This got very messy, because then all combatants were rolling a die and modifying the roll based on their actions. It could get very confusing, especially in a major battle with lots of participants. Imagine running an adventure like G3 - Halls of the Fire Giant King with a party of 6-10 characters of levels 9-12 against a force of 15 drow all with spell abilities, magic items, and other actions that they can take during a round. And then factor in multiple attacks for higher-level fighters!

Speaking of multiple attack, the system for 2nd edition made much more sense than 1st edition's "First and Last" version. In 2nd edition, if a character or monster can make more than one attack due to having an attack routine (such as claw/claw/bite or wielding 2 weapons), then the attacks each occur on the character's turn. Using the basic initiative rules, this would mean that when the side's turn comes up, they resolve all their attacks at once. If using the Optional Rules, then the attacks either all go at the same time (if a monster) or based on weapon speed. For example, a large bear would attack with all its attacks on the die roll + 6; a ranger wielding a long sword and dagger would attack on the die roll +2 for the dagger and the die roll +5 for the sword. If the multiple attacks are from the SAME weapon (a hasted dragon attacking with claw/claw/bite, or a high-level fighter attacking with the same sword due to gaining extra attacks from his level), then the first attack(s) comes on initiative, and the other attacks are resolved at the end of the round in initiative order.

The system is simple enough, but it's good to keep a cheat sheet (or DM screen) handy for the modifiers, especially for magic items. Once you have all your modifiers written down for a given attack routine, it goes fast. The problem is writing down the proper order for attacks as initiative is rolled each and every round and modified differently for whatever action is being taken. This is where 3rd edition made it easier by keeping the same initiative order for the entire combat. I found that 2nd edition initiative using the Group Initiative Optional Rule was the best version of initiative I've ever experienced. It allowed for an exciting and tension-filled combat without being too confusing.

A few more rules have to be explained though. As with 1st edition, if two actions occured on the same number during the round, those actions were simultaneous. If the normal initiative rules were used, and both sides rolled the same number, everyone's attacks happened at the same time, and all damage and effects occured for those attacks that were successful. Using the Optional Rules, any attacks that fell on the same number were considered simultaneous and were resolved accordingly.

Weapon speed factors also applied to monsters wielding weapons. A giant swinging a club did not use his size modifier, but rather the speed factor of his club. The general rule was that any creature wielding natural weapons (teeth, claws, tail spikes, etc.) attacked using the modifiers for size category; any creature able to wield weapons (salamander's spear, centaur's mace, or giant's club) used the weapon speed for their weapon, regardless of it's size. This is because the weapon was properly sized for the wielder, and thus was just the same as a weapon for a smaller creature.

The final Optional Rule concerned magic weapons. If you were using the Optional Rules for initiative, then this little tidbit was important! A magic weapon's plus was subtracted from the weapon speed factor to determine when it went. Thus a longsword +2 had a speed factor of 3, not 5. A weapon's speed could never be reduced below 0 in this way (thus, a dagger +3 had a speed of 0, not -1). Those weapons with multiple plusses (such as a sword +1, +3 vs. lycanthropes) used the lower plus value when determining weapon speed factor.

Spells were declared before initiative was rolled and could not be changed once the roll was made (just like in 1st edition). Spells were cast using the casting time listed in the spell description. If you cast a spell with a casting time of 5, you were adding that to the initiative die roll. If the casting time was 1 round, then the spell was being cast all round and took effect at the end of the round. One that took multiple rounds to cast took effect at the end of the last round of casting. Any successful attack on the caster before the casting was done disrupted the spell.

Now how did spellcasting work with the various initiative rules? If using the basic initiative rules, you disregarded casting times; your spell occured when your side went. It could only be disrupted if you lost initiative and were hit, or if your spell took a round or more to cast and you are hit. If using the Optional Rules, then your casting times were important and modified your initiative. In addition, your spell could only be disrupted during the time in which it was being cast. Thus, if your side rolled a 2 and your casting time was 3, your spell will be disrupted if you were successfully hit by an attack on initiative roll total 3-5. Attacks that occured before or after that had no effect (unless the attack result itself prohibited casting, such as grappling, entangle, hold person, silence, etc.). This is not specifically stated in the rules, but is assumed to be true based on the way the rules are worded. I would go so far as to say that any successful attack on a spellcaster before they begin casting prevented them from casting a spell that round. In essence, the attack disrupted their concentration or meditation. However, in this case, the spell was not lost - it was simply prevented from being used that round. Loss of spells for a magic-user was a morale-breaking thing (especially for low-level casters with very few spells). Thus, I would only have a spellcaster lose a spell if disrupted DURING the casting time of the spell. Attacks that occured after casting had no effect other than to do damage. Again, remember that certain conditions prevented spellcasting based on required components (verbal, somatic, material), and timing of these things in combat was crucial. For example, it is stated that a spellcaster must be able to see his or her target at all times during the casting. Having darkness or some obstruction block the target from his sight during casting ruined the spell just as well as if the caster had been struck. Silence spells or any movement-hindering spell also spoil a spell being cast if they require verbal or somatic components. Destroying or disintegrating a material component (like a holy symbol or glass rod) had a similar effect. Initiative determined the timing of when all these things occured, so it was important to keep careful track of all of it.

Let's look at a quick example:

A party of adventurers consisting of Eric the Druid (9th level), Falim the Ranger (8th level), Chow-Lin the Wizard (8th level), and Hamlin the Fighter (6th level) enter combat with an evil wizard and his two charmed ogre bodyguards. The two groups encounter each other about 20' away in a chamber of the dungeon after the party walked through a door and found the villains torturing some poor unfortunate soul for information. Assuming that surprise is not an issue, the DM gets declarations for the fight.

ROUND ONE: The DM decides that the ogres will advance and attack. The evil wizard will cast a charm spell on Falim. The characters declare that Falim will engage one of the ogres (3/2 attacks), Hamlin will intercept the other ogre, Eric will shapechange into a mountain lion and advance, and Chow-Lin will cast magic missile at the wizard. The DM is using Optional Rule - Group Initiative. The party rolls a 3; the DM rolls a 7. Falim is wielding a scimitar +1 and will attack on 3 + 4 = 7 for his 1st attack, and at the end of the round for his second attack. Hamlin is wielding a short sword of quickness which enables him to strike first in every combat round. Chow-Lin's spell is cast on 4 (3 + 1 casting time). Eric is using an innate ability, so he transforms on 3 + 3 = 6. The evil wizard's charm spell will be complete on 8 (7 + 1 casting time) and the ogres are wielding morning stars so they don't attack until 7 + 7 = 14. So the order of events for the 1st round are (times in parentheses):

  1. Hamlin attacks an ogre and hits for max damage (10 pts). (Beginning of round)
  2. Chow-Lin's magic missile hits the evil wizard for 12 pts. before he can even begin casting (4)
  3. Eric transforms and joins Hamlin at his ogre (6)
  4. Falim moves and attacks an ogre with his scimitar, missing. (7)
  5. The evil wizard would have gone on (8) but his concentration is disrupted. The DM decides his spell is not wasted, but he has lost his action for this round.
  6. Ogres make their attacks on Falim, hitting for 7 pts., and Hamlin, also hitting for 7 pts. (14)
  7. Falim makes his second attack, hitting for 5 pts. (End of round)

ROUND TWO: Most of the party and the ogres are in a general melee now. The evil wizard and Chow-Lin are hanging back and casting spells. Chow-Lin declares she is casting another magic missile at the wizard. The evil wizard is casting a shield spell to ward off her attacks. Party rolls a 1; the DM rolls a 9.

  1. Hamlin attacks his ogre and hits for 7 pts of damage (Beginning of round)
  2. Chow-Lin's magic missile hits the evil wizard for 12 pts, killing him! (2)
  3. Eric attacks the ogre with claw/claw/bite, hitting with both claws and getting a rake as well, killing the hapless ogre (4)
  4. Falim hits his ogre for 8 pts., killing him (5)

As can be seen, rolling really low was very beneficial to winning a combat. Using fast attacks and quick spells was also useful. If the evil wizard had been able to charm Falim or get his shield spell up in time, the combat could have been very different.

In order to make the combat move quicker, the players must be able to come up with their speed factors and present their total initiative to the DM at the beginning of each round. Once initiative order is known, it's simply a matter of following the list in ascending order and noting whose actions affect the actions of those later in the list. As I noted earlier, it's also helpful to have one player keep track of the initiatives in order to free up the DM (since he has a lot more to worry about behind the screen).

So, as you can see, 2nd edition initiative made more sense. All the rules for initiative were organized in one section of the combat chapter in both the Player's Handbook and the Dungeon Master's Guide. All the various exceptions and special cases were listed there as well. This organization and explanation was by far the best thing that 2nd edition AD&D did for combat, in my opinion. No house ruling or interpretation was needed to understand how the rules worked. This was probably why 2nd edition lasted the longest of all the editions (1988 to 2000).

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