tag:blogger.com,1999:blog-7817710432110712270.post968629857584872846..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: AD&D - Why Segments make 1-Minute Rounds Work for MePeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-7817710432110712270.post-48251016462067148122020-09-21T12:43:45.339-04:002020-09-21T12:43:45.339-04:00I'm glad it helped. I'm not 100% certain i...I'm glad it helped. I'm not 100% certain it's correct, but it's how we run it. It really does hold together well if you run it the way I do.<br /><br />I never played AD&D 2nd edition, no read anything but modules and some monster entries, so I can't really compare. I think I may have suggested a similar system in <a href="https://dungeonfantastic.blogspot.com/2020/09/ad-rules-weapon-speed-factor.html" rel="nofollow">today's Weapon Speed Factors post</a>.<br /><br />For the actions that roll into another round, that's your action for the next round. It's tough, but it only affects spellcasters casting long spells. They're just as happy to have the monsters go on 4, start a 5-segment spell on 6, and only worry that a 1 might interrupt the spell if their party rolls a 1 and the monsters hit. That they "lose" a turn isn't a bad thing. I allow movement (not casting or attacks) once their side's initiative comes up. The only oddity is where to place pre-initiative multiple attacks and missile fire . . . I just say it's first and would finish during segment one. I'll make it clear when I post on multiple attacks + segments later this week.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-71485530587124797472020-09-21T09:25:37.637-04:002020-09-21T09:25:37.637-04:00Your explanation of AD&D combat segment usage ...Your explanation of AD&D combat segment usage was really helpful to me. Back in the day we couldn't figure out AD&D combat rounds so we used BECMI combat rounds, or maybe since I hear there are three combat systems in AD&D we used the simplest one. AD&D2 explained segments but apparently changed things from your explanation that make it inferior in my opinion. In that iteration initiative was based on d10 but all actions still complete in the round they start, so people initiative would tick off 1, 2, 3, ... but often continue 12, 13, 14, ... So the 6 second segment became abstracted and variable length to fit all the action into a 1 minute round. I like the elegance of your explanation with d6 starting segments, dead time, and long actions sliding into the next round (though I then wonder does the character straddling two rounds get to act in the next round when all his companions see another initiative die). Alexhttps://www.blogger.com/profile/02295722892051701176noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-50738923269696176322020-09-20T07:27:37.549-04:002020-09-20T07:27:37.549-04:00We have opposite experiences with the WW turn leng...We have opposite experiences with the WW turn length. I'm not saying it can't work, just that it didn't work satisfactorily in the game I played using it.<br /><br />Plus I'm one of the people who finds the lack of a specific round/turn length really unsatisfactory for the way I run games.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-65511163753225648212020-09-19T22:06:07.881-04:002020-09-19T22:06:07.881-04:00I find VtM works pretty well, but mostly just hate...I find VtM works pretty well, but mostly just hate bringing real world time units into games. So when I do GURPS I've eliminated a lot of things that reference days/seconds/whatever <br /><br />Mostly the time I hear people mentioning time is people complaining 'you can only swing once in a minute!?' In D&D or 'what do you mean someone swung multiple times in one second!?' In GURPS etc. A solution of 'a round is a round, it has as much connection to the passage of time as moving a piece in chess' works infinitely better for me Kalzazzhttps://www.blogger.com/profile/17177712062675414026noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-79673659732560336892020-09-19T21:04:11.607-04:002020-09-19T21:04:11.607-04:00"pick a lock" I meant."pick a lock" I meant.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-38758706218421783672020-09-19T20:03:13.753-04:002020-09-19T20:03:13.753-04:00See, I'm the opposite. I found the Vampire def...See, I'm the opposite. I found the Vampire definition maddening in concept, and subject to a lot of issues in play. One PC would get off a punch, another would pick a lot, another would draw guns and spin and shoot - because the GM thought that was a single "something."<br /><br />I think a concrete definition is really helpful. It's good enough for the people with vague "one panel of a comic book" visions of play and good enough for people who really want/need/think in terms of specific times. Specific can work for both; vague only works for the former.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-66096472782983426142020-09-19T19:35:06.560-04:002020-09-19T19:35:06.560-04:00I mostly like the Vampire the Masquerade definitio...I mostly like the Vampire the Masquerade definition - long enough to do something<br /><br />I really think whether a round is 1 microsecond or 1 fortnight is the reddest of red herrings in RPGs, and prefer to talk in terms of rounds or turns etc once combat starts Kalzazzhttps://www.blogger.com/profile/17177712062675414026noreply@blogger.com