Scott Referee
Joined: 24 Mar 2008 Posts: 389 Location: Charleston, WV
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Posted: Sat Apr 05, 2008 3:05 pm Post subject: Initiative, movement, and surprise |
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Over the course of the first few combats, I'll be evaluating the formal initiative, movement, and surprise systems I've grafted onto OD&D from Moldvay Basic.
I'm not certain something so codified is needed. For the most part, surprise, initiative, and turn orders are probably adjudicable by common sense -- factors would be taken into account such as weapon length and bulk, complexity of action, encumbrance, distance and so on. In cases where I'm not sure, I'd decide by taking Dexterity into account, or rolling a die.
For instance, if an Ogre is charging a line of polearms and archers, there's no need to roll Initiative.
I'd like to hear thoughts on this, as my tendency with OD&D (as with B/X) is to trim the formal rules back as far as possible, avoiding addition wherever possible.
As the rules won't be on display during play, this shouldn't make any narrative difference, but I know some players are more comfortable if they know there's a concrete rules structure behind the DM's adjudications. So please let me know what you think and I'll take it into account. _________________ The penalty for success is to be bored by the people who used to snub you. |
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