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):
- Hamlin attacks an ogre and hits for max damage (10 pts). (Beginning of round)
- Chow-Lin's magic missile hits the evil wizard for 12 pts. before he can even begin casting (4)
- Eric transforms and joins Hamlin at his ogre (6)
- Falim moves and attacks an ogre with his scimitar, missing. (7)
- 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.
- Ogres make their attacks on Falim, hitting for 7 pts., and Hamlin, also hitting for 7 pts. (14)
- 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.
- Hamlin attacks his ogre and hits for 7 pts of damage (Beginning of round)
- Chow-Lin's magic missile hits the evil wizard for 12 pts, killing him! (2)
- Eric attacks the ogre with claw/claw/bite, hitting with both claws and getting a rake as well, killing the hapless ogre (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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