Tuesday, April 27, 2010

Initiative and the Turn Sequence

T. Foster and Philotomy Jurament have presented the use of the turn sequence from Swords & Spells as part of the OD&D initiative sequence. What I like about that idea is that the structure of a turn reduces some of the all-or-nothing arbitrariness of winning initiative. Things feel more simultaneous, and different sides have more room to react.

I propose a simpler system: Missiles, Move, Melée, Magic. Why? Because it's simple enough to remember and teach while maintaining some of the tactical elements of the S&S system.

Missiles: fire prepared missiles or prepare missiles to fire later.
Move: move up to full move value or prepare missiles to fire later.
Melée: close combat or other actions.
Magic: cast spells if you haven't taken damage this round.

Missile reloading: bows and thrown weapons need not be readied. Light crossbows and slings take one reload action (move or missiles phase). Firearms and heavy crossbows take two move actions to reload.

3 comments:

  1. By firearms, do you mean black powder fire arms?
    Also, i bought a physical copy of Savage Swords or Athanor. I like it very much. One (minor) thing troubles me though- on the cover it says it is a supplement for White box, but the inside title page says it's for core rules.

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  2. Yes, black powder-ish in Athanor.

    And did I really do that? Good gods. I went back and forth between WB and Core in my drafts, but clearly didn't do enough editing.

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  3. Don't sweat it. It's kind of cool, really.

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