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Swords-Wizardry-Complete-revised

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how to play<br />

Alternate Combat Sequence Method No. 2<br />

(This system comes from the 1978<br />

“Holmes Blue Book Set”)<br />

When the party of adventurers comes into contact with enemies,<br />

the order of events is as follows:<br />

1. Surprise and Distance. The Referee determines if one side<br />

is surprised. As with all of the Referee’s decisions, this can be<br />

based on common sense instead of a die roll. The Referee may<br />

also determine the distance of the encounter (see above) if desired.<br />

This is exactly the same as in Option 1.<br />

2. Referee Determines Dexterity of Monsters. Instead of using<br />

several initiative rolls throughout the battle, Option 2 is based on<br />

dexterity scores. At this point, if the Referee hasn’t already noted<br />

the dexterity score of the monsters, now is the time to determine<br />

the dexterity scores of the monsters. There are many ways to do<br />

this, including (1) rolling 3d6 for each monster (not recommended<br />

because it’s slow), (2) deciding ahead of time that all members<br />

of a particular monster type always have the same dexterity, (3)<br />

rolling once for each monster type, and (4) rolling for all the<br />

monsters as a single group. The way the author usually does it is<br />

to roll once for each type of monster in the battle. So, for example,<br />

if there are ten orcs and a single ogre on the other side, roll 3d6<br />

once for the orcs (who will thus all act at the same time) and 3d6<br />

for the ogre (who will thus act at a different time than the orcs).<br />

3. Readied Spells are Cast and Take Effect. This is very different<br />

from the way spells are handled in Option 1 (see the Sidebar). All<br />

spells are cast in order of dexterity, from highest to lowest, including<br />

monster spell casters. It is possible, for example that at the beginning<br />

of a combat round, Barzoom the Mystical (a character with DEX<br />

18) will cast his spell first, followed by the enemy dragon (DEX 17),<br />

followed by Simoon the Slow (a character with DEX 16). Barzoom<br />

was faster than the dragon, but the dragon was faster than Simoon.<br />

4. Missiles may be fired, in order of dexterity, and immediately<br />

inflict damage if they hit. See “The Attack Roll,” below.<br />

5. Melee (hand to hand) combat is resolved, with each opponent<br />

making attacks in order of dexterity. See “The Attack Roll,”<br />

below.<br />

6. Movement takes place: each character and monster moves, in<br />

order of dexterity. See “Movement.”<br />

Alternate Combat Sequence Method No. 3<br />

(Modified Supplement 3 Rules)<br />

Note: this is a simplified and modified version of an alternate<br />

combat sequence described in Supplement 3 of the Original Game.<br />

This system approximates the same results but does not directly<br />

track the Original system, which essentially used an 8-segment<br />

combat round.<br />

In this system, there is only one initiative roll made in the<br />

entire combat, at the beginning of the very first round. The round<br />

is divided into 10 parts, or “segments,” of 6 seconds each. It is<br />

easiest to use a d10 for the initiative roll, with the result being<br />

used to represent the segment of the first round in which actions<br />

begin. In this case, since the first segment would be #1, it would<br />

be better to roll low (instead of trying to roll high, as in the<br />

“official” system). Each character rolls individual initiative.<br />

Instead of making more initiative rolls, each character moves<br />

(and takes any other actions) at intervals of six segments.<br />

However, armor, spell casting, and other factors change that basic<br />

6-segment interval upward or downward. This means that very<br />

fast characters might be able to move or attack more than once in<br />

some of the combat rounds.<br />

Modifiers to the 6-segment interval<br />

Armor type:<br />

No armor: +0<br />

Shield: +1<br />

Leather: +2<br />

Ring: +3<br />

Chain: +4<br />

Plate: +6<br />

Spells:<br />

Level 1: +0<br />

Level 2: +1<br />

Level 3: +2<br />

Level 4: +3<br />

Level 5: +4<br />

Level 6: +5<br />

Level 7: +6<br />

Level 8: +7<br />

Level 9: +8<br />

Other:<br />

Dexterity 3-6: +1<br />

Dexterity 7-10: +0<br />

Dexterity 11-14: -1<br />

Dexterity 15-18: -2<br />

At one-half hit points: +4<br />

At one-quarter hit points: +6<br />

Base Movement Rate 3 or less: +6<br />

Add the modifiers to the base number of 6 segments to see<br />

how many segments it will be until the character can take action<br />

again. For example, a Magic-User character wearing no armor<br />

(no modifier), with a Dexterity of 9 (no modifier) has just finished<br />

casting a spell. For his next action, he intends to cast Wish, a 9thlevel<br />

spell (+8 modifier). He will get his wish in 14 segments: the<br />

normal 6-segment interval between actions, plus the +8 modifier<br />

for the spell level.<br />

The overall result of this system is to allow lightly-armored<br />

and high-dexterity characters (or opponents) to make more<br />

attacks, over the course of the combat, than those who are<br />

heavily armored or wounded. It also allows the spell level<br />

to influence the speed at which spells are cast. Note that an<br />

unarmored Fighter with a dexterity of 11+ would be attacking<br />

twice in one round, and a Magic-User with a dexterity of 11+<br />

would be able to cast 2 Level 1 spells in a round.<br />

The main problem with this system is that it becomes<br />

complicated for the Referee to calculate the segment speed for<br />

monsters. Assuming that monsters move every 10 segments<br />

usually works; for a particularly fast or slow monster, a Referee<br />

might assign a speed of 7 or 13, respectively, or whatever other<br />

number suits that type of monster best. An interesting variation<br />

in this system is to divide a Fighter’s level by two and use that<br />

(as a negative number) as a modifier as well. That way, higher<br />

level Fighters also attack more frequently.<br />

37

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