Good video John. My thing too is OD&D has a lot of quirkiness and nuance that I really enjoy using. I want to experience the rules as written as much as possible. Otherwise everything just seems to dissolve back into BX or something similar. Of course I realize everyone has their own biases on what rules they like and don't like. But your comment about spellcasters getting interrupted is spot on. This should happen frequently in my opinion. OSR spellcasters are very powerful especially at higher levels. So more opportunities to interrupt is a good thing since spells alone can alter the outcome of a fight.
In S&W I like to give fighters the possibility to "actively" defence and use it to protect characters behind them, like magic users. This gives the party some more options and makes fighters more valuable.
Video on S&W combat Initiative ruclips.net/video/wWXwZFnKrs4/видео.html Another method i have used ruclips.net/video/G7WghVmbXvo/видео.html (more for live play)
This initiative method looks interesting, I might steal it for my next game. It will not be on line, but it could speed up decision making nonetheless.
Something to note as well is the Alternate Combat Sequence #2. This comes from the Holmes Edition of the game. Movement happens last so bows become even more powerful. There is no moving first and then attacking. On top of this there is no initiative roll. Everything happens according to DEX. You can quickly roll 3d6 for the monsters to determine their DEX. However since spells happen first then they're less likely to be interrupted unless you require a full round to prepare the spell first. It just says 'readied' spell are cast. Is the spell considered readied right at round 1 or does it take a round to ready the spell first? I like the latter personally.
Good video John. My thing too is OD&D has a lot of quirkiness and nuance that I really enjoy using. I want to experience the rules as written as much as possible. Otherwise everything just seems to dissolve back into BX or something similar. Of course I realize everyone has their own biases on what rules they like and don't like. But your comment about spellcasters getting interrupted is spot on. This should happen frequently in my opinion. OSR spellcasters are very powerful especially at higher levels. So more opportunities to interrupt is a good thing since spells alone can alter the outcome of a fight.
@@ChuckBarchuk I didn't know how much it effects game play, until it upset Mike.... lol
@@smugzoid5156 Well we're all needy in our way...lol. I'm the worst. :)
In S&W I like to give fighters the possibility to "actively" defence and use it to protect characters behind them, like magic users. This gives the party some more options and makes fighters more valuable.
@@wolfstettler3183 parry?
I think it was changed for the better in the new revised edition
@@smugzoid5156 I know, but I am not yet sure if I like the new parry rules. They are just a stats modifier instead of something the fighter can do.
I switched to this same kind of phased approach a few years ago and I really like the effect it has on the game.
@@chrishall5440 you betcha, it's a game changer
Video on S&W combat Initiative ruclips.net/video/wWXwZFnKrs4/видео.html
Another method i have used ruclips.net/video/G7WghVmbXvo/видео.html (more for live play)
This initiative method looks interesting, I might steal it for my next game. It will not be on line, but it could speed up decision making nonetheless.
@@wolfstettler3183 are you talking about the battle order- missiles movement melee magic, or the d6 each side ties go to the party?
Something to note as well is the Alternate Combat Sequence #2. This comes from the Holmes Edition of the game. Movement happens last so bows become even more powerful. There is no moving first and then attacking. On top of this there is no initiative roll. Everything happens according to DEX. You can quickly roll 3d6 for the monsters to determine their DEX. However since spells happen first then they're less likely to be interrupted unless you require a full round to prepare the spell first. It just says 'readied' spell are cast. Is the spell considered readied right at round 1 or does it take a round to ready the spell first? I like the latter personally.
@@ChuckBarchuk so you like the phase version we are currently doing. Personally I enjoy it better, because it upsets Mike.
@@smugzoid5156 Yes I love it. It's how I play normally anyways.