EOTB wrote:Fingers crossed they make it worth your while.
Thanks.
Hope you get time to play and polish up some adventure content. It'd be nice to see more of the 1E longtimers showcasing their knowledge in modules as opposed to debates. (I'm not exempt from this either.)
The obsession with initiative grew out of writing down adventures and realising that what I thought was an interesting combat-encounter could be really changed/screwed-up by the differing ways of running initiative, especially how movement was handled in relation to spell-casting and spell-like powers.
Even Don, although that might require a good editor to scrub the Tourettes out of it.
I'm saying nothing.
AxeMental wrote:I missed that you independently came to the same conclusion as DMPrata. That is worth something.
OK.
My point is neither system presented is supported well (or we wouldn't need to have this conversation), but I feel 1. not knowing precisely when the MU casts (but knowing when everyone else gets their attack in) is a major problem,
I don't actually know what you mean there. At the risk of starting the conversation up again, do you mean my interpretation doesn't say or that the book doesn't or just that this is a desirable characteristic of any solution?
and 2. the default is "spells begin on second 1 of segment 1" (if its a 1 segment spell which is the majority of spells used for the first 3 or 4 levels) when the party looses initiative (which is 50% of the time) otherwise the enemy wouldn't get a chance to interrupt the spell". I just don't think EGG would have intended this. Granted, that isn't evidence, its just my gut impression.
I guess it depends on how you view the rest of the system. I think it fits stylistically with the fact that no one (I believe) disputes that a cocked and ready crossbow is beaten by a two-handed sword swing if the latter wins initiative. Either way the system is more concerned with order than "realistic" timings. Realistically, casting an 18-second spell when someone's in melee range should end in your death pretty well automatically.
To be clear, I appreciate you and others showing up and discussing 1E. Even though this topic annoys many (I don't blame them), I did get some new information that (I believe) hadn't come up in previous discussions on this topic
I agree and I have modified my own interpretation about ties based on this thread. I think I've finally really groked that p61 is presented as it was intended and means what it says. So the core system is: High roll goes first unless someone is doing something slow; see below (pp65-67) for what happens
in that case.
In particular, p61 means that in a tie, missile weapon attacks only coincide with 1-segment spells (because they tie with the latter's "commencement" - which is
literally what the rules say but somehow I never grasped that!), and therefore, logically, anything longer than 1-segment automatically comes after weapon attacks in an initiative tie. I had previously put this case under p65 (segment 1-6) but while I was constructing part of my argument here I realised that didn't really work with the text.
I think what really knackered the DMG was the presentation of the combat examples. On the one hand, the fact that Gygax never thinks the actual numbers rolled is important enough to mention is very much
against the d6+ system where they are pretty vital, on the other hand it doesn't argue very firmly
in favour of any other specific system and we're still rather adrift. And the PHB example on p105 is a disaster all round for demonstrating anything (why is the
sleep spell spoilt? for example). One complete example with the actual numbers rolled would have resolved everything from day 1.
As time has passed, though, I find that more and more of my assumptions are "the text just means what it says" and the problems are really about typography - it's just not clear enough which parts are sub-cases or clauses of others instead of being general global rules. Making p65 a special case of what's described on p61
just works but the big bold all-caps heading "SPELL CASTING DURING MELEE" gives entirely the wrong impression that p65 contradicts or over-rules p61 and the other general statements about what having initiative means. Looking at the contents page of the DMG, it's hard to guess what Mike Carr's method was for choosing which parts of combat got what level heading.
I also wonder if steps 1-6 on p61 were in fact the "Combat Procedure" section referenced later and the "see below" should have been "see above" and the whole thing got scrambled during a cut'n'paste rearrangement of the text. There would be a dry humour in the famous "missing section" actually being there all the time. We'll never know.
Typography matters, kids!
(Foster's pointing out likely omissions that should have been included before publication, for instance).
"Gary could have said this, which would have proved me right"? We could all say that.
Yeah, more time making modules and monster books would be a better use of our time for certain.

Well I have put some stuff up on my blog from time to time but I've been put in charge of moving 88 UK universities onto the Cloud™ (which I don't want to do, hence the job interview next week) and time is in very short supply. My posts on this thread was almost all the result of posting from the train on the way to and from work. And even then, I should really have been doing work-related stuff.