Table of Contents

Combat Procedure

In the AD&D world, a group's initiative system is a major determining factor in their style of play. There are different ways to interpret and make sense of the combat system described in the AD&D rulebooks, and this is ours. For more info on how we arrived here, see the History section.

Procedure

Phase 1: Opening

Reaction, surprise, distance, morale.

Phase 2: Surprise

If there is surprise, declarations and resolutions occur as normal for each individual surprise segment.

Phase 3: Regular

  1. DM notes monster and hireling actions.
  2. Players declare PC and henchman actions. Note that with this system, declaring several types of actions A-H is possible, provided they do not conflict. For example, moving and then discharging a magic device is permissible. In contrast, closing to melee and then attacking is illegal since the only way to close and attack in the same round is via a charge.
  3. Both sides roll d6. The face shown on the die indicates the segment where that side begins to act (so lower is better).
  4. Actions are resolved. Actions cannot be changed at this point, but they can be canceled.
    1. Movement is resolved on a per segment basis. 1/10th MV per segment.
    2. For weapons with RoF greater than 1, subsequent shots come two segments after the previous. (Excludes surprise segments.)
    3. In case of a charge, melee attacks (and only melee attacks!) are resolved in order of weapon length.
    4. On tied initiative, speed factor is checked as normal.
    5. Multiple attack routine advantage (including sweep attacks) is affected by the opponent's initiative. Routines before the disadvantaged side's attack(s) go on the advantaged side's initiative segment OR the segment before the disadvantaged side (whichever is earlier). Routines after the disadvantaged side go in the segment after the disadvantaged side's initiative segment.

Phase 4: Reset

  1. Characters who reached 0 or fewer HP on a previous round (who have not been stabilized) lose 1 HP.
  2. If combat has been ended, play moves to either (1) pursuit rules, or (2) 1 turn post-combat rest. During post-combat rest, no exploration can take place, but bleeding can be staunched, spells can be cast, and prisoners tied up.
  3. If combat has not been ended, move to phase 3. Actions which were started on this round which did not complete (e.g. spell, movement, retrieving an item) continue into the next round unless canceled!

Q & A

Differences from ADDICT

There are two major changes you should be aware of, from which everything else stems:

  1. For initiative, the face shown on your die is the segment on which your side begins to act. This means lower is better.
  2. You can do more varied declarations, as long as the rules don't prohibit it. For example, you can move and then fire a wand. You could also parley while moving. You could even move after you finish casting a spell. But you could not close to striking distance and then melee, since moving and meleeing is only allowed via the charge. You could also not start casting two spells in the same round.

References

History

Starting in late March 2024, after using for ~1.5 years, we began trialing the system that became our current combat procedure.

For the first ~1.5 years of our campaign, we used our ADDICT combat procedure, an initiative system most in line with what is called “A.D.D.I.C.T.” or “quantum” initiative. However, in late March 2024, we are set out to try an alternative system based on things like (1) the way Gary and TSR conventions were reported to have played by the 1982 or earlier, (2) OSRIC style, (3) Anthony Huso's initiative system.

We decided to trial this system for these reasons:

After using the system for some months, we ran a internal poll and found that all players who voted preferred or strongly preferred the new system. So we adopted it permanently.