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Discussing Initiative in AD&D 1e | Understanding Which Side's Damage Registers First in D&D
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- เผยแพร่เมื่อ 7 ก.ค. 2024
- This video discusses the Initiative mechanic in Advanced Dungeons & Dragons (1st Edition). While the "per side" initiative, based on a six-sided die roll, that is discussed in this video is in specific reference to pp. 61-63 of the AD&D (1e) Dungeon Masters Guide the thought processes behind the mechanics apply more broadly to "old school" D&D clones, as well as other TTRPGs in the OSR vein.
Time Markers
1:18 - Video Overview
2:29 - Initiative Mechanics & Order of Operations
5:17 - The Many Actions within a Single Combat Round
6:16 - Time Increments in AD&D (Turn, Round, Segment)
7:51 - Dexterity Applied to Armor Class, Not Initiative
10:03 - One-Round Combat (Captain Kidd--Rapier Duel)
12:23 - Two-Round Combat (The Magic Sword--Knight vs. Dragon)
14:51 - Alternative Determinants & Multiple Attack Routines
#ttrpg, #adnd, #dnd
Hey Matt. I'll have to give this a full watch when I find the time. Like #1 sir.
Thanks, Logan! I started to build up a collection of clip fragments, and just wanted to get some of them assembled for their intended purpose. Best!
Great video! Good explanatio for the concepts of encounter distance and surprise, as well as for simultaneous actions. This is really the basis on which all later editions built. I can sorta understand Dex not affecting your initiative in this system but I guess player pressure defined that it would matter on initiative an all later editions.
Thank you for watching the video, and for leaving a comment. I was a little surprised that I lost a subscriber to this video, so I'm a touch more appreciative than usual for anything that shows engagement, lest the glorious TH-cam algorithm bury it.
I admit it does seem a bit counter-intuitive that dexterity, agility, deftness, speed, etc. wouldn't have some sort of impact on initiative. I think maybe in the case where a character with an exceptional Dexterity attribute was working/fighting alone in fairly open space, it would be worth using as some sort of tie-breaker, or source of advantage. Cheers!
In my OSR I just decided to let one player to roll 1d6, 1 - 3, it's their initiative, if they're surprised, they act first if a 1 is rolled, if they surprised they start with 1 - 5.
That's a good approach to streamlining the procedure. In _Daredevils_ there's a declaration phase for all side; but, all the action is assumed to happen simultaneously. I'm not opposed to use dexterity, agility, etc. to determine combat order either. I usually stick fairly close to the system's intent, but definitely don't mind experimenting to see if something else works better. Cheers!
@@Archaeo_Matt About Fighting Order, I assumed Missile/Throw, Melée, and Magic, within those brackets, I let them act in clockwise order, and I AM THE 12:00. Later I told them to determine the fighting order within that frame.
@@nosotrosloslobosestamosreg4115 That's a good point! I probably should have spent some time on order of operations for different types of attack/damage. Thanks for mentioning that.
@@Archaeo_Matt Thank you for your channel. TTRPG TH-camrs share your love for this hobby just because the love for the hobby.
@@nosotrosloslobosestamosreg4115 I very much appreciate that. I'm glad that the older approaches to TTRPGs still have a healthy appeal. I had wanted to get back into gaming again back when OSRIC was first released, but still couldn't rustle up people wanting to play in the old way. I realize now there were people out there, and it was just me not looking in the right places, until I started looking around TH-cam more. Best!