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We think this is a much better system!!!

New Combat/Initiative System from Walkabout(My Blog)
To understand fully please read the relevant portions of the blog.

                                                                  The New Int./Combat System.

     Using this new system will slow down the game somewhat, but will allow for an ind. Int. system that is

more realistic without being to slow.

A:  The Combat Melee Round is now 6 sec. long.  The Max. # of atts. Per melee round is 8.  Each unit of

Spell Casting Time and Weapon Speed Factor is equal to 1 sec. each.  Any att. Or action in this system will

get you whatever it did under the normal 1st ed. AD&D rules. (i.e. if it took 1 action/round to draw a weapon

before, then you could do the same with an action/round in this system.)

B:  Spells are now quicker to cast but will have their durations shortened in most cases. Any ref. to or

inference of the melee round in the spell description will be the melee round of this new system.  i.e. 6 sec. 

Spells 1 round in casting time will occur. At the end of the round together with any other spells with the

same

casting time.  (In this case no D12 roll is needed.)  Spells over 1 round in casting time will occur. On the

start

of or portion of that round which is stated as the casting time of that spell.

C:  A "SDIW" number (That is your PC's Str., DEX., Int., and Wis. averaged and rounded down.) will be

generated by the Dungeon Master and wrote on your PC sheet.  For the most part this number will not

change.  Sometimes however there can be game events that will affect the "SDIW" number, but this is left

to the Dungeon Master to deal with.

                                                                               The System.

ADD:  Your "SDIW" number, and a +1 for every “+” of a magical weapon.  Also add a +5 for every att.

Beyond the 1st.*

SUBTRACT:  Weapon Speed Factor or Spell Casting Time, and the roll of a D12.

    This number is when you get your 1st att. In the combat melee round.  Subtract 6 from your score to find

your 2ed att./action.  Continue to subtract 6 to find out if you have any more atts./actions until you can no

longer subtract 6 without hitting neg. numbers.  Sometimes you will get neg. numbers as your only

att./action.  In this case you will go last (but still before some spells.) unless someone else has an even

lower score.

*:  Such as a Potion of Speed, a Haste spell, a high level Monk, a high level Fighter or a Fighter striking at a

creature with fewer then 1 HD, etc.

PCs must have a Dex. as shown to wiled a weapon with the shown speed factor.

PC Dex. Vs. Weapon Speed Factor Table
PC                    Weapon Speed
Dex.                         Factor
14                                13
13                                12                                   
12                                11                                   
11                                10                                   
10                                 9                                    
9                                   8
8                                   7
7                                   6
6                                   5
5                                  4
4                                  3
3                                  2

 


 
 
 
 

Thanks to "Q" for helping me with this system, and his suggestion of The "SDIW" system.

Aborgmingi@hotmail.com