AD&D Round Examples #1
i just wanted to make a note of how I would run a variety of combat rounds in AD&D 1e
SIMPLE CASE: Alice the Fighter is engaged in melee with Boblin the Goblin.
- Declaration: Alice and Boblin declare that they're going to continue to engage in melee
- Initiative: Alice rolls a 4. Boblin rolls a 3. Alice goes before Boblin.
- Resolution: Alice attacks. If Boblin survives, Boblin replies
RETREAT: Alice the Fighter is engaged in melee with Boblin the Goblin.
- Declaration: Alice declares she's going to Fall Back. This entitles Boblin to follow her, but does not entitle Boblin to a free rear attack.
- Initiative: Alice rolls a 2. Boblin rolls a 3. Alice starts on segment 3 and can move for 7 segments. Because she's got 9" of movement in her chainmail, she can retreat 60' or so.
- Resolution: Alice falls back 60'. Because Boblin won initiative, he can get a normal attack off before she starts moving, or attempt to grapple, or whatever. If he lost, he would have to follow her (potentially risky) if he wanted to attack.
FLIGHT: Alice the Fighter is engaged in melee with Boblin the Goblin
- Declaration: Alice declares she's going to Flee. Boblin will declare he's going to fight.
- Initiative: Alice rolls a 6. Boblin rolls a 5. Alice starts on segment 5 and moves for 5 segments, retreating 45' or so.
- Resolution: Because Boblin lost initiative, he doesn't get a normal action, and because Alice is fleeing, Boblin can't follow. Boblin makes his rear attack and stamps his foot.
CHARGE: Alice the Fighter is going to charge to melee with Boblin the Goblin.
- Declaration: Alice declares she's going to Charge. Boblin will set his spear to receive the charge. Alice is 60' from Boblin, and has a 9" move. Because she's charging, she'll move 18' per segment, and because the charge is unopposed, she starts on segment 1.
- Initiative: Alice will arrive on segment 3. Boblin's initiative roll is irrelevant, but if Alice rolls a 4, 5, or 6, Boblin will be unable to set his spear before she reaches melee, and won't get double damage. Alice rolls a 6, so Boblin can't act until segment 6.
- Resolution: Alice crashes into Boblin. Charge suspends initiative; Boblin gets to attack first, even though he failed to set his spear, since his weapon is longer than Alice's. Boblin will attack at +1 - Alice will attack at +2.
CLOSING TO MELEE: Alice the Fighter is 60' from Boblin the Goblin. She doesn't want to charge, so she's going to walk slowly up to Boblin.
- Declaration: Alice declares she's closing to melee. Boblin declares he's throwing his spear.
- Initiative: No initiative roll is made, since Alice will arrive in melee on segment 6.
- Resolution: Boblin throws his spear at Alice. Alice arrives in melee on segment 6 and doesn't fight.
MELEE TIE: Alice the Fighter, armed with a long sword, fights Boblin the Goblin, armed with a spear.
- Declaration: Alice and Boblin declare continued melee.
- Initiative: Alice and Boblin both roll a natural 1. Alice has a long sword, so speed factor 5, and Boblin has a spear with speed factor 6.
- Resolution: Alice attacks before Boblin.
RANGED TIE: Alice the Fighter and Boblin the Goblin fire arrows at each other.
- Declaration: Alice and Boblin declare an exchange of archery.
- Initiative: Alice and Boblin both roll a 3.
- Resolution: Alice and Boblin both get to resolve their attacks at the same time, even if one of them kills or incapacitates the other. A mutual kill is possible.
SPELL INTERRUPTION: Alice's friend, Carol the Cleric, sees Alice bleeding out from the previous exchange. Boblin the Goblin is firing arrows at her.
- Declaration: Carol wants to cast Cure Light Wounds (a spell with a 6-segment casting time) on Alice.
- Initiative: Carol rolls a 1. Boblin rolls a 3. Carol will finish her spell on segment 8, casting on segments 3, 4, 5, 6, 7, and 8.
- Resolution: Boblin will get to attack Carol. If he hits, Carol's spell will be cancelled (but she won't lose the casting, and can try again next round.)