LOL!Nagora wrote:Well, his name is on the landing page for this site, so that might be a reminder too. My point was more that it's not just one nutter. There's two of us
THAT'S THE SPIRIT!
LOL!Nagora wrote:Well, his name is on the landing page for this site, so that might be a reminder too. My point was more that it's not just one nutter. There's two of us
To your points above: consider this example: a 8th level MU (accompanied by his two fighter companions) is casting a 1 segment spell every round in a battle that ends up lasting 10 rounds. Regardless of the exact numbers rolled on initiative dice, if the party looses initiative, and the MU is hit every round (at least once) that means someone attacking the party got off his telling blow in the first 1-5 seconds (as the spell goes off on the 6th second and is interrupted). Thats unrealistically fast for 50% of the combat rounds (or 100% of the rounds if they won all 10 initiative roles and hit him each time).Nagora wrote:Because the other deduction you mention requires a huge amount of invention of new text. As I keep saying, I'm not saying that I'm 100% sure about my interpretation but the d6+ is so wrong in so many ways that it's not in doubt, although if the DM can make it work then fair play to them.AxeMental wrote:Negora: "This part is true. It's a deduction on my part (and DMPrata's too, for that matter, who arrived at the same conclusion independently)."
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If you have no direct evidence just "deduction", why do you think your deduction is superior to another person's (especially when your deduction doesn't "flow" with the presumptions of battle "non-spell casters" are held to (namely the abstraction of what a character or monster is needing to do before they get in their your meaningful action (like finding your footing, avoiding blows, feints, locating targets, avoiding friendly fire etc.)?
There's two aspects to that. Firstly, two random things in relation to each other are no more random than one random thing in relation to a fixed point (so your chance of rolling the same number as my d6 with your d6 is the same as rolling a 3 or any other specific static number), at least when discussing spell casters and melee. So the system is actually no less abstract in play than the general melee combat system. The other thing, and maybe you're not picking up on this, is that anyone with initiative making a physical (or spell-like) attack will get that attack in before the 1-segment spell. So, the spellcaster is no better off if the other side manages to get the initiative. If they don't, s/he is worse off than the weapon-using opponents as there is still a chance that those opponents will strike first despite losing initiative. So, the magic user standing in a stinking muddy slippery cave with bats and spider webbing all over , arrows flying about etc. is always worse off, initiative-wise, than his companions and foes. Which seems to be the intent of the rules to me.Nagora: how is it that (a magic user standing in a stinking muddy slippery cave with bats and spider webbing all over , arrows flying about, men in his own party (surrounding him) moving and bumping into him, screaming and yelling of orders and suggestions, confusion of hitting your own comrade by mistake, possible back attacks etc.) every other class is slowed down by this chaos before getting in their meaningful action, but not the MU casting MM or sleep? As you say the guy who hits the MU is assumed to get his hit in on segment 1. That seems difficult to believe.
Additionally, spellcasting, movement, and so on are literally different in that the rules do give us specific non-abstract characteristics for them in units of real time. This is obviously different from missile and melee combat so, whether we think that is a breaking of the abstraction or not, it is clearly a design intent that these things are treated differently in some way.
It's Stewart's rules; he can run it any way he likes. I'm not going to get on board with "plausable" however. The d6+ system is simply unconnected with AD&D and based on the long-held belief that there is no workable system in the DMG and so the creators of the d6+ system felt free to invent from whole-cloth. My claim is that if we take the clue about spellcasting in surprise along with the rules about interruption and attacks against spellcasters with melee weapons, it makes a lot more sense if we assume that spellcasting and movement starts on seg-1.As of now, the one in OSRIC seems the most plausible (you go when the other guy roles, add your casting time).
When we do that, the need for all these special corner cases about being attacked before commencement, and what happens with spill-over go away because they simply can't happen - which is why they're never explained or considered in any way - and the resulting system is really easy to use and requires a minimum amount of record keeping for a DM who potentially has to handle multiple spellcasters. This is what I mean by "deduction": the system is simpler, uses fewer assumptions, and works well while satisfying at least most of the stated goals of the rules, such as spell casting in melee being fraught with the risk of wasting the spell. Unless we find the original manuscript with the missing section ("Combat Proceedure") then deduction is all we have in terms of "BtB" combat.
Well, his name is on the landing page for this site, so that might be a reminder too. My point was more that it's not just one nutter. There's two of usAs for DMPrata, I remember his name from the past (way back when at DF I believe).
The Cambridge DictionaryNagora (to Ska) wrote:but as usual you pretend "not to follow" simple English when it clashes with your presumptions and pet theory.
the initiative C1 [ S ]
the power or opportunity to win an advantage:
to seize/take/lose the initiative
What is Future Tense in English?
What does future tense mean? The future tense of verbs expresses events or actions that have not yet happened and that will happen at some point in the future.
Future Tense Forms
There are four forms of the future tense. They include:
simple future
You will eat.
future progressive
You are eating.
future perfect
You will have eaten.
future perfect progressive
You will have been eating.
What is the BTB tense of this sentence, Nagora?DMG pg 62 wrote:It (initiative - ed) indicates which of the two parties will act/react.
Some irony hereNagora wrote:In my proposed system, it does do that, but again you pretend not to understand.
Re: surprise, it's just another action, right? This is like how putting the words phantasmal force around an ad-hoc action suddenly causes people to wonder how to run it.
There is no anomaly with actions carrying over from surprise into the round.
Nagora wrote:Well, I think in the original plan, and in practise, surprise is part of the first round, which is why you can only start casting on the first segment (which, I assert is the normal case and entirely consistent with my argument). I know that most of the time we don't play it that way but if one person is not surprised I think the concept is that their actions are part of the first round.
Some more irony, because it seems like your nested response to me above is also circular reasoning of the sort you ascribe to my earlier post.Nagora wrote:I think that's circular reasoning, to be honest. You're defining initiative and then arguing in favour of that definition by pointing out its effects.
Yes, but at the start of the round they're rolling to find out when that response will start. It hasn't started yet.Initiative is for people without an action at the start of a round, not those continuously acting from the round before.Nagora wrote:I think that's a very narrow definition - initiative can be for people responding to what's just happened.
First, this has nothing to do with actions carrying over. Which is the "known" I'm talking about - we don't wonder when an action that started in the past, started. Initiative is to find out what the order of actions starting that round takes place.Rolls quantify unknowns. We don't roll for knowns.nagora wrote:Perhaps. If you have two characters who are equally capable how do you decide the outcome of some contest? If you know they're equal then the only option is to toss a coin or perhaps some similar mechanism which allows for the possibility of a draw. I'm not really sure where you were going with this, though.
It flies in the face of no text. Which is why you're bringing up things that start and finish in 1 segment - a martial attack - into a discussion that was specifically about spellcasting and movement. You're conflating initiative as being when these finish, when that's incidental to when they start. And then saying initiative is telling you when they finish. But that only applies to actions taking 1 segment.Initiative has nothing to do with who finishes first. The only factor in who finishes first is how long something takes.Nagora wrote:That flies in the face of a fair bit of printed text which tells us that initiative is about finding an opening in combat before your opponent. Melee and missile combat have no specific time requirements and the whole system is sort of built around that idea - if you take spell casting and movement out of the question then there simply isn't any consideration of how long things take, even when using weapon speed factors.
It's not a special case in d6+ initiative either. As I continually explain. Only you insists that spellcasting never takes place at the start of a round in d6+. The people who use it say spellcasting can be taking place at the start of a round when 1) the caster casts before a melee starts, or 2) is casting before a round starts, from the previous round.They started an action prior to anyone being able to contest it. When everyone else gains the ability to act, there is an existing constant - the spellcaster is unloading a spell in 2 segments, and the only question is if someone else will do something to interrupt what is otherwise going to happen.Nagora wrote:Yeah. Same as normal, but effectively with 2-segments knocked off the casting time. This is entirely consistent with my interpretation; it's not even a special case, which it is in the d6+ system.
This is the same for someone taking an action longer than a round to complete. No, they don't have to roll initiative in the next round. They're acting already, continuously.nagora wrote:Let's look at mixed surprise again. Illusionists have high dex so let's assume that your "attacker" has 2-segments of surprise to start casting a 4-seg spell, but a "defender" illusionist is unaffected by surprise while his companions are. We now have the situation that when "round 1" starts both the attacking MU and the defending Illusionist have been casting for 2 segments. What happens if:
a) They are both casting 4-segment spells,
b) The illusionist is casting a 3-segment spell.
What do you do in these cases?
One of us isn't understanding the other, here. I'm describing a scenario that doesn't roll any dice for initiative. Not every round requires a contested initiative roll.If there was no opposition starting an action that round; if the only opposition was a spellcaster continuing a spell from a previous round, then no initiative would be rolled - the DM would simply ask what everyone was doing and compare durations - any physical attack would take place immediately; no one is fighting back, so no circling or feinting is required. If trying to cast a spell compare its casting time to the known finish point of the other action in-process. Etc.Nagora wrote:Yes, but the rules given tell us when those ending times are, in the case of weapon attacks, and the printed rules bear no resemblance to the d6+ system.
No, they're not asking for consistency. It's entitlement. You said it yourself - you think having initiative means acting first. Which requires no one else acting in-process at the start of a round because then finishing first isn't guaranteed. That's entitlement.Someone upset that they could win initiative against a MUs summoned mooks, and act before the mooks, but also going after the completion of a spell in process for more than a round because that fixed time terminates very early in this round, is acting entitled.Nagora wrote:No they're not, they're asking for consistency. The d6+ system is inconsistent in its handling of the idea of having initiative. Most of the time it happens to work as described in the book where having initiative means that you go first. But because, unlike the book and completely needlessly, the d6+ system insists on making everything into a specific point of time, it creates situations where someone engaged in 2-segments of activity in a round may or may not act first without regard to who has initiative. The only way to explain that is to fall back on the fundamental premise of the d6+ system which is that huge amount of time in the 1-minute combat round is spend standing around doing nothing.
This isn't logic. It can only be a break in logic if one starts with the premise that winning initiative means always finishing before the things that can hurt you, hurt you.
That's not promised anywhere in AD&D.nagora wrote:Hmmm. Well, I'd say that for someone with a weapon it pretty well is. It's not guaranteed for someone doing something that takes a long time, certainly.
If you're casting a spell that carries over to the following round, you already lost an initiative buddy, I hate to break it to you. Side B got a full round of attacks in with the carry-over character in Side A doing nothing the previous round.Nagora wrote:But we're back at the perversity of your interpretation where the rules only give the losing initiative side a chance to act first if the winning side is engaged in something that takes a long time, but you suddenly want to allow the opposite.
If everyone is in melee or missile range and just wailing on each other? No charges, no nothing? Then yes, they are said to possess the initiative and can start acting before the other. Since the moment of the telling blow in a round of melee attacks represent a single thrust with potential to harm, of course they can act before someone losing - such an attack doesn't last 2 or more segments; it starts and completes on a single segment. They could also choose to not do so, but that's their choice. They aren't forced to act on the first possible instance.Nagora wrote:Answer me this: if there is no spell casting, potion drinking, movement and so on happening, just a straight up melee and/or missile combat, is there anything in the rules that suggest that a person with initiative will go before someone without it?
I've already told you that I think #2 on the list in "Spell casting during melee" is extrapolating a general rule - that everyone's first attack routine happens in between segments 1 and 6, which is based on the die results.Nagora wrote:Secondary question: in the book, is there any way of knowing when during the round the resulting strikes take place?
Absolutely not. d6+ is much worse for spellcasters than yours, unless the DM forces something attacking a caster-in-process to act on the earliest possible segment the attacker can, in contravention of the rules allowing delay, and basic common sense. ("possession of initiative allows the individual to take action or reaction as desired..."). In d6+ it doesn't benefit of the caster to lose initiative.Nagora wrote:I doubt that you'll surprise anyone with the answers, so the final part of the breakdown is: do you think that spell casting in melee is supposed to be at an initiative disadvantage or not? In other words, do the rules give you the impression that a person casting a spell who loses initiative is better off than someone who loses initiative while using a weapon?
I see it as an exception to the general rule that we don't know or care what segment an attack comes on.I've already told you that I think #2 on the list in "Spell casting during melee" is extrapolating a general rule - that everyone's first attack routine happens in between segments 1 and 6, which is based on the die results.
Well, that's pretty unlucky. There are certainly limits to the realism of the system, and the price of any workable combat system is that it trades some realism for something playable. But I agree, that is the situation. I'm not sure that it's less realistic than interrupting something that's not started, though.AxeMental wrote:To your points above: consider this example: a 8th level MU (accompanied by his two fighter companions) is casting a 1 segment spell every round in a battle that ends up lasting 10 rounds. Regardless of the exact numbers rolled on initiative dice, if the party looses initiative, and the MU is hit every round (at least once) that means someone attacking the party got off his telling blow in the first 1-5 seconds (as the spell goes off on the 6th second and is interrupted). Thats unrealistically fast for 50% of the combat rounds (or 100% of the rounds if they won all 10 initiative roles and hit him each time).
Ska's version has no evidence other than what I see as the exceptional rule about attacks on spell casters during melee which seems to me to only apply when the spellcaster wins initiative.As far as the "making up out of whole cloth" comment. I believe the d6+ casting time is no more "invention" or filling in the blanks then what you are proposing (both get their source information from the rules, reading them logically, using deduction). Neither case is stated clearly enough in the rules (both require adding) you think your examples are better, SKA thinks his are (and he is turning blue in the face no doubt posting them). They are both equally supported with scant real evidence:
As was mine, unfortunately.The difference is this: 1) SKA's method (you go on the segment of the other guys role, and add casting time) actually works (where IMO yours does not smoothly or logically run...more below), and 2) his method was backed up by Gygax in a Q&A at DF,
I keep pointing out that the rules apply to any timed action so movement is completely addressed in every case where it matters.If you remove the MU in the above example and replace him with an archer say, then its not a big deal (in believe-ability) as its just who goes first within the round. But your system still has the problem of factoring in combat movement (ie. if a goblin with an axe is charging the archer (at x distance on y terrain) can he get to the archer in time to stop his bow shot? Can the guard running to the door (x feet away) get threw it before the archer gets him (even if he wins initiative as he has to clear the distance). What about all the other movement going on at the same time in the room (precisely where is the thief who stated he's "running for the golden idol", where is the giant spider precisely, when the thief reaches the idol "thats crawling along the ceiling"???
The book system is very similar, IMO. The spider wins initiative so attacks against it (without speed factors) come on segment 5. Similarly, the thief fumbles or something for 5 segments, then moves off at his/her move rate per segment. By that time the spider will probably have closed to combat and get a free attack if the thief tries to move out of range. I suppose the spider might charge, which would change things a little bit. Anyway, the point is that spell casting and movement are treated the same - they're both actions with non-abstract time requirements. The book generally talks about spellcasting because that's the focus of the text but it does mention "engaged in activities other than striking blows" when it looks at weapons with speed factors - a section which completely contradicts d6+ as a general system.In SKA's method I know precisely when the archer is going (example: if DM roles a 5 and party roles a 4 the archer goes on segment 5 (or 5x6=30 seconds or 24-30 seconds into combat of a 60 second round) at what segment the thief grabs the idol (if its before or after the archer getting off his bow shot) I also know if the spider makes it in time to drop onto the thief (as its protecting the idol).
[/quote]p65DMG wrote:Attacks directed at spell casters will come on that segment of the round shown on the opponent’s or on their own side’s initiative die, whichever is applicable. (If the spell caster’s side won the initiative with a roll of 5, the attack must come then, not on the opponent’s losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round.
I'll see if I can dig it out; I think it was on DF and in relation to the value of 1-segment spells and whether it was safe for arch-mages to walk the street at night.AxeMental wrote:Negora, do you have the actual example of EGG discussing and supporting your interpretation? I realize he contradicted himself when people asked him (hearing this second hand), but I don't recall seeing this particular discussion.
We're not that clueless - we're told in two places what to do with segments in relation to spellcasting "and other activity other than striking blows" on p65 and pp66-67. The point about spell casting during surprise only being on the first segment seems significant to me too.To be clear (as already mentioned earlier), none of the methods are directly supported by the written rules other then high role goes first on a d6. What to do with the segments in casting time is not explained and is anyones best guess.
Hoorah!Here are a few points in no particular order (hopefully we all agree with)
1) 2E sucks!![]()
Yep.2) Rounds are a minute long (and there are many "unrealistic" abstractions made, for the sake of making a combat system work. For instance, only getting to fire off 2 arrows in 60 seconds of combat (regardless of the set up.). These mental "stretches" are a necessary evil (and allow for things like durations of spells to be significant). When actually played its not a problem, and in truth players caught in the action think of it in a blow by blow kind of way (more or less) and don't mentally dwell on any of the oddness.
I agree. In fact I see the emphasis on order as a key characteristic - and by the same token, the lack of concern about exact timing in the general case as another characteristic.3) Initiative is primarily to capture order of attack to see who gets hit when (important if you kill someone they won't be able to kill you). However, within that order (during that minute long time frame) we have to figure out "movement" on the battle field, delayed actions (when things turn on or off during the round and where people effected by it are located in the room/battlefield), casting start and finish and carry overs from the previous round (things that started but did not conclude in the previous minute).
Yes. This is going well. We should talk about things we agree on more often4) Adventuring and combat are a form of "make believe" that takes place in our heads in a world just like ours (in terms of laws other then a few minor differences that don't allow for things like steam power and gunpowder), we picture moving about with the passing of time, etc. So, its best if the rules encourage rather then discourage this experience. The more fluid the system works the better. The more the player doesn't think about the rules (but concentrates on action) the better. The assumption by the players is that the DM is objective and fare. He is using a system (the books or his own) to keep track of time and order of action, amongst other things.
I certainly agree with that but it's a fairly unlikely case insofar that 1-segment spells are quite rare on the battle-field; even a wand of magic missiles takes 3-segments, doesn't it? A stronger objection, IMO, is that spell-casting Vs spell-casting becomes a fairly dull affair, nothing like the wizard battles of animation or, for that matter, TSR's War of Wizards. From a taste point of view, this is what I like least about it.Given those 4 presumptions (which I think we all can agree on) and if we assume EGG (and his co-writers) also had those assumptions (which is logical), all we can do is try to find evidence within the text of rules that don't exist that best fit the assumptions. For instance what system best explains how to use segments of casting time. Your hitting of the 1 segment caster every time doesn't sit well with the imagination (it goes against the premise of the game IMO, it seems unreasonable that every time an MU is hit its that the guy hitting him was able to get his blow in on the first 1-5 seconds.
The game also offers some other rules that (to greater and lesser extent) are optional. I include in this (in no particular order) charging rules, unarmed combat, WSF, helmet rules, armor/weapon (forget the name of that), movement/encumbrance/marching etc. (no need to be anal, common sense is fine), I'm sure there are more.
I think that's broadly true. When talking about d6+ there's a complication in that some people use individual initiative and some don't but I think we're all agreed that's a house rule, as is any d10 system.If you focus in on just the core issue (initiative) and disregard the other stuff you are left with how many competing interpretations? At least two (SKA's and Negora's) in this case.
Well, at least one isn'tNeither is BtB.
I don't think dragging a third system into an already fraught conversation is going to help, so I'm going to ignore the d10 issue. As regards to the p65 quote here's a detailed answer:I can understand this above quote from the DMG in context with SKA's assumptions. But I can't with yours. Especially if we import EGGs use of a d10 in his house rules of his game.p65DMG wrote:Attacks directed at spell casters will come on that segment of the round shown on the opponent’s or on their own side’s initiative die, whichever is applicable. (If the spell caster’s side won the initiative with a roll of 5, the attack must come then, not on the opponent’s losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round.
DMG p67 wrote:It has a speed factor of only 2, so it will strike prior to spell completion if the initiative roll which lost was 1-4 (the adjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously if the die score was a 5.
Note that neither of these statements, nor p65, say anything about determining when the spell commenced; why would they if spell-casting starts at the start of the round?DMG p67 wrote:Note that even though a spell takes but 1 segment to complete, this is 6 seconds, and during that period a reacting attacker might be able to attack the magic-user or other spell caster prior to actual completion of the spell!
I'm not sure what there is to understand. Figures can move MV/10 per segment. Unless there is some reason to assume that they paused or fumbled or something at the start of the round, everyone gets their movement rate every round; 12" move means 12" movement. What's wacky about that? Obviously nothing so what is it you think I'm doing?I also still can't figure out how you track movement in a room. Again, I understand how to track movement in SKA's method d6+ (I guess your calling it). But I can't understand yours.
That's a 2e thing, anyway...Nagora wrote:I'm going to ignore the d10 issue.
I thought you were keeping out of thisPhilotomy Jurament wrote:That's a 2e thing, anyway...Nagora wrote:I'm going to ignore the d10 issue.
I am. I just couldn't resist having a bit of fun by pointing out the d10/2e association. (I'm just causing trouble...)Nagora wrote:I thought you were keeping out of this
You might find the way it handles the 2 bow shots per round interesting. It might modify your thinking on how to handle that in the context of AD&D.Nagora wrote:You did say something on the other thread that makes me think I should go back and look at Swords and Spells.
While I continue to look for the specific post I was thinking of, here's something Matt posted on DF with some quotes he had gathered from Gary.AxeMental wrote:For once, I manage to actually use the K&K search function properly. Here is the Q&A thread related to initiative (cut and pasted to K&K but originally from DF). Take a read threw of it. I realize its just one more in a list of EGG discussions where he states different things. Still, its blow by blow and seems pretty detailed. I would like to compare this to the Q&A you were referring to as well.
http://knights-n-knaves.com/phpbb3/view ... tive+spell
While this fits in conceptually with the issue of d6+ interruption problems I honestly don't believe Gary ever played initiative as a formal system of any kind and simply trusted himself to adjudicate fairly and his players to accept that.Matthew wrote:Col_Pladoh wrote:Initiative: Yes, as the spell-caster announces intent first, that means he is commencing the activation of the spell at the beginning of the round, so initiative does not affect that.
That’s what I would figure. Why not even change it up now and then. That he used d10 method per Foster and SKA (pretty far back) which is basically the same idea in some ways (ie. spell casting starts on the dice role -not on the first segment) might favor SKA's interpretation (that the rule books were written by EGG while he was gaming in that way).Nagora wrote:While I continue to look for the specific post I was thinking of, here's something Matt posted on DF with some quotes he had gathered from Gary.AxeMental wrote:For once, I manage to actually use the K&K search function properly. Here is the Q&A thread related to initiative (cut and pasted to K&K but originally from DF). Take a read threw of it. I realize its just one more in a list of EGG discussions where he states different things. Still, its blow by blow and seems pretty detailed. I would like to compare this to the Q&A you were referring to as well.
http://knights-n-knaves.com/phpbb3/view ... tive+spell
https://www.dragonsfoot.org/forums/view ... 50#p758242
The specific part that backs me up is:
While this fits in conceptually with the issue of d6+ interruption problems I honestly don't believe Gary ever played initiative as a formal system of any kind and simply trusted himself to adjudicate fairly and his players to accept that.Matthew wrote:Col_Pladoh wrote:Initiative: Yes, as the spell-caster announces intent first, that means he is commencing the activation of the spell at the beginning of the round, so initiative does not affect that.
The DMG is the classic example of the clash between Gary The Player and Gary The Businessmaninit. The desire for tournament play drove the construction of a game quite unlike something he wanted to play at home.