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Here's something new, maybe not: Weapon speed seems to have nothing to do with rolling initiative. What I have done is set it to individual, d10, re-roll each round, and no other initiative options set. Doesn't seem to matter what I have it set to, really. If a 1 is rolled, INIT is set to 1. And that's using the yellow "roll init with this weapon" box. Is this a planned feature just not fully implemented yet?
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Speed factor doesn't affect the init roll in 1e; it's for determining who attacks first in tied init scenarios. In OSRIC, speed doesn't even exist. It does modify init in 2e (at least the way I used to run it).
At any rate, if you're using the 2e ruleset and reference materials (PHB), set `Init: Grouping` to anything except `Both` (which depends on what you want to do), and set `Init: Modifiers: Mods` to `On` to have weapon speeds affect initiative results. `Init: Modifiers: NPC Size Mods` = `On` if you want the natural weapon speed factors (based on size and from 2E) also applied. Does that make sense?
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Thanks. I recall reading somewhere that weapon speed may also be a factor if two opponents had more than a factor of 4 between them, giving the lower two possible hits. I like the idea of using speed factor to figure out where in the segments attacks might occur, and couple that with casting times for spells. Where I read that I can't recall at the moment. I'm using OSRIC ruleset with your house rules extension. I do not see the Init: Modifiers: NPC Size Mods in my Options. So, then, I need to use the 2e ruleset and not OSRIC? No simple way of changing rulesets is evident. Might have to Export my campaign and add it as an extension to a new campaign, unless you know of an easier way.
Thanks for your response.
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Yeah, that's in 1E, p66 DMG.
As far as not seeing those options in OSRIC, it's because I selectively enable/disable options depending on the ruleset that's in play. I tried to keep the OSRIC options related to things that are actually designated as optional in OSRIC. I considered 2E to be the ruleset most people will use if they want to mix and match mechanics. Now, I could add those options in when used with OSRIC (I have no issue with that at this point), but I'm not sure off-hand if there's much work involved. I want to say that there's not. I'll leave that up to you. If you want it, I'll do it.
As far as changing the ruleset goes (should you want to go that route), you just BACK UP YOUR CAMPAIGN and edit the campaign.xml changing the <ruleset/> node from OSRIC to 2E. I tested it here, and it seems to work fine. Again, though, I don't mind adding the option for OSRIC as long as the extension is used with it.
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Thanks. I'll try your easy solution first, so you don't have to spend much time on a fix in OSRIC for one person. Sounds easy enough. I'd really like to see a true 1e ruleset, so I might have to kick it in gear on my own. I have been tutoring myself with videos on Ruleset Wizard. OSRIC is close. The 1e/2e ruleset is close. But neither really is 1e. I notice differences requiring minor management all the time, for example, XP and levels not matching the books, spells being different, Ranger skills being completely different, etc.
Thank you for your response. Thank you for your work on OSRIC and your Houserules extension.
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I think there's a subset of us that would really like to see a proper 1E. That requires the reference materials, which are off limits right now, as far as I know. So, we're stuck with OSRIC or 2E refs. However, I've been working on publishing my own books, which would probably help with that down the road. I have a lot of things written that are much closer to 1E but making them available takes time.
Regarding XP values for levelling, you can modify the ref materials in your own copy in another campaign and export them out for use. Same with Ranger skills and such. Still not ideal, and the walled garden around this stuff can be frustrating.
I'm gonna end up hitting you up on Discord to talk about what I've got going on for the latest update (weapon and armor stuff) - I've just been sidetracked by other projects.
And, you're quite welcome. Always happy to see more people trying to play the AD&D that I grew up on.
*** Edit: do note that by switching to 2E, you'll lose some stuff that converts the 2E NPCs everyone put into the classic modules into the OSRIC versions of those NPCs (where they can be easily matched).
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Thank you, sir! Anytime, anytime.
There's a handful of 1e "clones" out there. None of them are incorporating the "in the weeds" AD&D stuff like we discuss here. Your Extension is the closest I have seen so far. I don't mind compiling my own compendium, it's just that any ruleset update overwrites my in-the-files edits. Hmmm. Something to ponder.....
Thanks again.
The AD&D I grew up on was back in 1980/81, and that's what I want to play.
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Yeah, it's likely disappearing because any changes you make to anything in the campaign stay in the campaign's dbs and can't be used in another campaign. Best thing to do is to start with an empty campaign, activate the ref materials for the stuff you want to change, then /export it out to a new ref (selecting everything that's included in the material). You can then load your version in any campaign and not worry about it changing.
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New version to resolve issues with dragging skills to a charsheet. Thank you to the individual who reported this.
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The paladin aura seems to appear as an effect on the paladin (it shows in the combat tracker and in chat) but does not actually do anything. There is also no visible aura around the paladin's counter. Being new to FG I don't know if that's a bug or if I have to do something else to make it work. If I cast the Protection from evil, 10' radius spell on the paladin that works, although the aura is yellow instead of cyan.