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.
Reaction, surprise, distance, morale.
If there is surprise, declarations and resolutions occur as normal for each individual surprise segment.
There are two major changes you should be aware of, from which everything else stems:
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.
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