As one of the developers for the OSE system for Foundry, I always feel a little flutter of pride when I see folks out in the wild putting it to use. I hope it's helped make your games easier and more fun to run!
@becmiberserker
Жыл бұрын
Hey! Thank you for dropping by. Love the system. It works great when I want to play BECMI online. Please pass on my gratitude to the rest of your team.
@rolanejo8512
Жыл бұрын
Is there a Whitebox system for Foundry?
@wyrmisis
Жыл бұрын
@@rolanejo8512 Not that I'm seeing, but depending on how similar Whitebox is to OSE, that might not be true for long. Once we're wrapped up with our v2.0 release for OSE, I *think* we're finally moving ahead on our plans to extract OSE out into a set of tools to create most any system that uses D&D's six stats and five saves :)
@becmiberserker
Жыл бұрын
Just a quick note to expand on my explanation of announcing spellcasting in the Movement Phase. What I meant to add is that it’s most relevant to Simultaneous Combat in Group Initiative, and Individual Initiative that uses the Combat Sequence Checklist, as these are the circumstances in which a spellcaster may best be interrupted. EDIT: It’s been brought to my attention that the Intentions (Declaration) phase is in the combat sequence checklist shown in the Basic DM’s Handbook on page 3. This is correct. I guess I knew there was a reason I mentioned I was using the RC. 😉 Thanks for watching!
@KingAndy1992
Жыл бұрын
Appreciate this clarification - I was gonna ask about how exactly an interrupted/lost spell casting would happen in Group Initiative but hadn't considered an initiative tie.
@Agell
Жыл бұрын
Spellcasting should be declared before initiative is rolled in the phase before initiative: Declare intentions. Basic DM book, page 3 :D
@becmiberserker
Жыл бұрын
@@Agell I knew there was a reason for stating me using the RC rules. I don’t think Intentions ever really took off for the reasons I give in the video, which is why, I think, it’s absent from the RC. Again though. Nothing is broken either way. I love this game. ❤️
@squirekev
Жыл бұрын
You're right to have the declaration for casters, even if not mentioned directly in the rules. Otherwise, it becomes the 5e uninterruptable spell-caster syndrome. While a hindrance for the spell-casting player characters, they'll thank you when they're up against a cadre of evil, spell-casting wizards. heh
@williamobraidislee3433
11 ай бұрын
I’ve always liked the combat order checklist as a concept but declarations in large groups are a complete nightmare in my experience, for 3 big reasons. 1. Keeping track of what everyone says is obnoxious. 2. Telling a player “sorry you can’t do that because it’s not what you said in the declarations phase” is even more obnoxious. 3. Whenever I ask new players what they intend to do, their instinct is to do it (e.g. move their tokens); so I’ve found myself telling them “Wait! Don’t do it yet.” Also obnoxious. Finally, tbh, if one side is taking its entire turn before the other side, the checklist is completely moot. In your example, you cited the tactical problem of one goblin getting in the goblin archer’s way during the movement phase. But since it’s still the movement phase of the goblins’ turn, the archer could just move, himself. Heck, since it’s still the movement phase, the first goblin could just be “re-moved” before the phase ends without violating any rules. (Edit - Sorry for the long comment). I think FM’s addition of “declare intentions” in the Set 1 Dungeon Master’s Rulebook is not intended to be an actual rule. Note that it’s not mentioned anywhere else in either of the basic set books, it’s just at the top of that one table. And it was also omitted from the RC. My only real question is are you supposed to follow the checklist if you’re doing paired combat? RC says to follow the checklist even in the event of a tie, but is silent on paired combat.
@MrSteveK1138
Жыл бұрын
I do like the group initiative method to make the fight less predictable and potentially more dangerous. On a different note, I'd like to see a deep dive of BECMI magic in comparison to modern editions. I know it was mentioned in earlier videos, but would be interesting as well as some adjustments in those rules.
@jaybakata5566
Жыл бұрын
I would also love a deep dive into magic. More magic user than cleric but magic in general.
@petegiant
8 ай бұрын
Less slots, potent and versatile spells without the combat focus.
@retrodmray
Жыл бұрын
Wow... nice job! Gotta love the nod to the Dungeon Minister there! Cool 😎 🤓👍
@vastlyblank
Жыл бұрын
I was going through the comments to see if anyone else noted that too :)
@jaybakata5566
Жыл бұрын
@@vastlyblank Only one way to make it better.... Torchberry and make him attack with a flaming arrow.
@jacksexton8829
Жыл бұрын
Same i was about to put it .. His nickname is Torch berry now lol
@Gaurelin
10 ай бұрын
Back in the day, we pretty much ignored the checklist (it seemed complex, and confounded my pre-teen comprehension) and did individual initiative taking full actions on each turn, much as done in modern D&D. I have to say however, seeing this example, and being able to wrap my head around it now, I can really appreciate the tactical potential in it, and will likely use group initiative with the combat checklist in the BECMI installment of my crazy "through the editions" mega campaign! Thanks for another excellent installment!
@99zxk
Жыл бұрын
An interesting thing about reaction rolls using 2d6 is that you should have more neutral encounters than hostile encounters. This is a stark contrast to the myth of old school D&D as hack and slash.
@becmiberserker
Жыл бұрын
That’s a really good point.
@DctrBread
2 ай бұрын
A major thing i noticed in the basic rules is that many of the monsters have information on their typical dispositions, and both intelligent monsters and animals are unlikely to seek violence mindlessly. For this reason, mindless monsters can often be more dangerous, but are often weaker or appear in low numbers.
@johncartwright3130
Жыл бұрын
Your love and respect for this rules set really shines through. I know I'm just some wing nut out there on the internet but you really bring it with your videos. Well done.
@becmiberserker
Жыл бұрын
I appreciate that
@Agell
Жыл бұрын
Another great video BB. This channel is the best BECMI channel on YT. Looking forward to your next one!
@becmiberserker
Жыл бұрын
That means a lot. Thank you.
@GeneWarren
Жыл бұрын
“This Clarion’s gone quiet” 👏
@Rich_H_1972
Жыл бұрын
Group initiative on the player side really allows for some nice strategies to be developed at the table. I like individual initiative too but sometime going that way means a loss of tactical discussion as you're more beholden to the dice rolls determining order for each PC.
@thanganbabp5570
Жыл бұрын
Have you considered having both sides act in each phase, with the winning side acting first in that phase? Rather than alternating after the entire phase progression, I mean. Maybe this is how they intended the magic user to be able to be interrupted before the magic phase. The uncertainty of what might happen betweeen movement and your combat phase might also create interesting play too. Thanks for the videos!
@rohanm7695
9 ай бұрын
This is exactly what I was thinking as soon as the combat started!
@unusuallycloudy
Жыл бұрын
Fantastic video, have been wanting to learn about how to play BECMI for ages and stumbling onto your channel has been a huge stroke of luck.
@becmiberserker
Жыл бұрын
You’re welcome.
@admiralsnackbar2811
Жыл бұрын
Some house rules if anyone is interested Crossbows: can fire before initiative if loaded and readied (Gygax ad&d) I also add the range modifier to damage, making crossbow bolts more powerful in close range by +1 and weaker at long range by -1 Duel wielding: roll 2d6 for damage. Drop the lowest Polearms: can be used to attack from the 2nd rank. Such as a phalanx formation. Shields: can "sunder". Players/DMs can choose to negate incoming damage by sacrificing their characters shield.
@hopefulhyena3400
Жыл бұрын
I recognize that my method isn’t by-the-books, but it works for me. 1) I decide privately what monsters will do, including surprise and morale 2) players give me their intentions 3) each player character rolls 2d6 for their initiative check. Monsters are almost always considered to have an initiative of 7. Halflings get +1 to this roll. 4) players who rolled 8 or higher resolve their intentions 5) monsters and players who rolled 7 resolve their intentions simultaneously 6) players who rolled 6 and lower resolve their intentions
@PhilKingstonByron
Жыл бұрын
I moved my 5e game over to group initiative (we use a d10). It works brilliantly. The players love it and so do I - it's fast, they can use team work, and the repeat turns makes it dangerous. The Combat Sequence Checklist is cool too but my players didn't like the less flexible movement. Thanks for your fantastic content too - love it! cheers
@becmiberserker
Жыл бұрын
You’re welcome!
@irishthump73
Жыл бұрын
In my stripped down 5E game we use a D6, more chance of a tie and simultaneous combaat.
@joelcaron8291
Жыл бұрын
My Cyclopedia is my go to game in the D&D games... Your approch is what I like about this game (no bonus action, you dead when at zero, etc.) Nice video. Many thanxx
@becmiberserker
Жыл бұрын
You’re more than welcome.
@robertmcrae3443
7 ай бұрын
not even a Save vs Death. Harsh. ;)
@Cliffothebig
Жыл бұрын
Ha! My party just cleared this section of the caves this weekend gone…. Another great video, reinforcing that I am running BECMI right after a 30 year hiatus. Thank You for uploading.
@becmiberserker
Жыл бұрын
You’re welcome!
@ken.droid-the-unique
4 ай бұрын
Fantastic job! This is what I remember from way, way back in the day, when I was in middle school.
@marxmeesterlijk
Жыл бұрын
I have never played with these rules, but it seems very cool. One change I would consider is maybe have the movement phase after all the attacks. Which has two effects: making blindly charging an opponent a bit more dangerous, and making escaping a bit more too, without adding some sort of attack of opportunity. If the players find the combat going wrong from them and try to escape, they still have to survive through a whole round before getting away.
@AaronWilbers
Жыл бұрын
I strictly enforce line of sight for spells and missles so they can't just shoot through their own lines. Also shooting into melee has a chance of hitting anyone in that chaotic scrum, larger monsters may count as two or more. I can't remember if that was in BECMI, but its in the OSE rules I run. But however anyone does it is fine as long as everyone is having fun. Also I find group inititative better just for less time worrying about initiaitve order each round. Great video.
@joezemaitis9781
9 ай бұрын
Line of sight is critical if one is using minis or a VTT such as in this video. Otherwise the precise locations of each PC & NPC is irrelevant. This is also born out by the round sequence itself; it is WHY movement precedes missile combat (and magic). There are implications obvious to seasoned gamers. I don't recall if Moldvay B/X mentions line of sight and I never had Holmes. However, AD&D core books were released BEFORE Moldvay/Cook B/X. The history of D&D is public knowledge. M/C B/X was intended to introduce people, whether war-gamers or not, to this new thing called role-playing. Without minis (computers didn't exist) it was impossible to manage complex combats with a high degree of accuracy or "realism." This is why, it seemed to me, the phases were written as such in M/C B/X. A beginner learned the concepts and then developed from there. Again, AD&D was available for when players were ready and able to handle more mechanics for combat. Having acquired AD&D a year before M/C B/X was released there was no way my friends and I could "go backward." Part of the fun was the challenge. That's right! We strove to read and try to understand the "high Gygaxian" and were proud of it though often humbled in our attempts. Having such VTTs and NOT using line of sight is counter-intuitive at best. Although fantasy, the availability of the VTT then DETRACTS from the experience if one ignores line of sight. Would one ignore the area of effect of sleep or fire-ball? .
@kontrarien5721
5 ай бұрын
I was never a fan of hitting your own when shooting into melee, with the possible exception of critical misses if using them. Despite the arguments for chaos of battle and scrum and all, I find that it hampers and frustrates missile focused characters and subtracts rather than adds fun m
@AaronWilbers
5 ай бұрын
@@kontrarien5721 It definitely requires characters to be prepared for both up close and ranged combat.
@TheNickman007
Жыл бұрын
What I found interesting was that you rolled your morale checks for the goblins individually. I’ve always read that as a group roll
@becmiberserker
Жыл бұрын
A few people have said that. Whatever works I guess. 🙂
@eliasferdinandsson1719
Жыл бұрын
We are using both group and individual initiative simultaneously. I (dm) rolls in secret group init. And ask if any player wish to roll individual, this is if they have a high dex or want to give it a shot to be first. Then we play through the combat sequence as in group version. Even the individual initiative players do movement , then range , magic , combat in order. I also ask before any initiative if there will be any player casting spells and I also let the players know if any monster is staring to casts a spell. This to reflect the rules of concentration. I love the modular possibility of this combat system . And thank for an amazing video ❤
@becmiberserker
Жыл бұрын
You’re more than welcome. Thanks for coming back to watch.
@tabd3277
Жыл бұрын
Great overview of the rules and options. Thanks for putting this together!
@becmiberserker
Жыл бұрын
You’re welcome.
@neillennon5694
11 ай бұрын
Thanks for the video, really appreciate the effort you put into these. I am currently reviewing a lot of these old rules, hoping to get back into playing BECMI after a long hiatus. A few things which I would like to comment on, as my interpretation differs somewhat and you never know, it might help. There is one key paragraph in the Rules Cyclopedia, on pg.102 at the very start of the chapter on combat. This makes it clear that you can only take one action in combat, you can move or you can attack, not both. While the combat sequence lists multiple possible actions, each character can only choose one of these each round. A multi talented elf could not move, fire an arrow, cast a spell and then make a melee attack, he must pick one each round and wait for his turn in the sequence. This paragraph does make reference to the free 5' step allowed in addition to an attack, but that's it. The 5' step is also mentioned in the fighting withdrawal maneuver on pg.104 This is really key to the flow of combat as the initial encounter may involve one group using missile weapons, while another uses their actions to move forward to engage in melee. With regards to magic my interpretation has always been to use the same rule as for missile weapons, i.e. spells cannot be used at all in melee (within 5'). I've never liked rules for disrupting spells as characters get so few as it is, its very harsh to waste one mid casting.
@becmiberserker
11 ай бұрын
Hello. This comes up quite a bit. The rules you state are contradicted by the text under Movement (page 103). In the section about Encounter Speed: “A character or monster may move his full encounter speed movement (1/3 normal movement in one round) and still make his attacks this round.” It’s often missed, and sometimes disputed, but as with all things BECMI, do what’s right for your group. 🙂
@neillennon5694
11 ай бұрын
@@becmiberserker lol Talk about contradictory, that is the opposite page! Gotta love these rules 😀 Thanks for this, I will have to test out both ways and see which works best. I remember being confused about this when I played BECMI as a kid. Not that it mattered, we found a system that worked and always had a great time. No one ever got bogged down in rules and technicalities.
@ekashotersen
8 ай бұрын
Amazing! I'm trying figure out a combat sequence like The One Ring model in Old-School. There is a perfect solution. Thank you.
@becmiberserker
8 ай бұрын
Glad it helped!
@Monkey_Spunk
Жыл бұрын
This is the best thing I ever saw.
@nedleeds908
Жыл бұрын
My initiative house rule was and is: Roll once for each side and then apply dex or halfling bonus (or fast monster). This is IMO a happy medium of efficiency for the table, while not nerfing the already weak Thief and Halfling. It means a thief actually has a prayer of getting their backstab off. Anyway, great video!
@tomsgametable3936
Жыл бұрын
Fantastic video. Envious of your ability to present so much information cleanly and present it on screen!
@becmiberserker
Жыл бұрын
I really appreciate that. Thank you.
@shayulghul
Жыл бұрын
Kudos for using Foundry. Having DMed in multiple VTTs, Foundry is my favorite by far.
@becmiberserker
Жыл бұрын
It takes a bit of getting used to in terms of modules etc, but it’s my favourite, most of all because it’s subscription free.
@Backfromthedeadguy
9 ай бұрын
Concerning spell interruption: announcing spell casting is one thing I always require before the initiative is rolled. And it's assumed that they begin the act of casting immediately. If the group loses initiative then that's when there's a chance for an interruption.
@CMacK1294
Жыл бұрын
I just want to say thanks again. My group runs Castles and Crusades, not BECMI, but I like to mine BECMI for added content, interesting systems and inspiration. I ran my weekly session last night (having watched this video earlier in the day) and used the Initiative Checklist with group initiative. I have 7 player characters in the party I DM for, and they each bring 1 or 2 henchmen, so we've got a pretty sizeable group, and even first time, combat ran smooth and quick. Using a declaration phase before rolling initiative was great for making it possible for magic to be interrupted, and since C&C has certain combat maneuvers (such as charge) that you're supposed to declare at the top of the round and are committed to. Overall, I found it implemented near seamlessly, and because I was just calling 'Movement, go ahead and position yourselves" we weren't waiting around, everyone just put themselves where they were going in under a minute. "Missile attacks, declare targets and roll attacks" again, Something like 20 PCs (counting the henchmen) had most of their turn resolved within a minute. Same for "Magic" with spells declared at the top now resolving, then "Melee attacks, roll 'em." Overall, we were able to get through a round of combat within a couple minutes flat, and everyone stayed more engaged with what was going on, because they knew I wasn't going to call their name and wait for them to tune back in. They knew what they wanted to do, and would have to pipe up when that phase was called. It ran so damn well. Once again, cannot thank you enough, and BECMI might not be my game/edition of choice, but damn if it doesn't provide great concepts and rules that adapt easily. "You're able to bend it plenty and it never seems to break" really does seem to describe it.
@becmiberserker
Жыл бұрын
You’re more than welcome. Thanks for watching.
@jaybakata5566
Жыл бұрын
Would love to see examples of this combat in a video? Any chance you and your group would make a video? I am a visual learner and really need to see things not just be told/explained/read about them.
@anarionelendili8961
Жыл бұрын
I think my preference would be to use the Group Initiative (at least for the monsters), but run each phase for both groups consecutively rather than one side all phases first. I would likely run the whole scene with the original initiative rolls, too, to prevent a sudden double action opportunity. For instance, in Movement Phase, first group moves and then the other. So in the case of the goblins rushing towards the PCs, the PCs have to rush to counter the goblins or to stay put (using missile weapons) and hence give the goblins the possibility of swarming them in the more open intersection the following round. Once moving to the Melee Phase, the Goblins would get their attacks first (since they won the initiative), and the PCs only afterwards. This also gives the goblins a chance to interrupt the spell casting, as I would insist on it being declared at the beginning of the movement phase, so the enemy's missile phase comes before the spell-casting. To be honest, I would probably move the spell-casting to be contemporaneous with the melee, so that if the spellcaster loses initiative, even melee opponents can ring his bell before the spell goes off.
@AaronWilbers
Жыл бұрын
I was running it that way when running S&W but OSE was back to side by side. So I may house rule that when my game starts back up.
@Ixnatifual
Жыл бұрын
Yes, that's how Swords & Wizardry does it.
@karlbolt7159
11 ай бұрын
Thanks Berserker! You may have mentioned this but another house rule - Group initiative is determined only at the beginning of the first round. The back and forth is not as dynamic but may make the game more survivable at lower levels. Cheers!
@becmiberserker
11 ай бұрын
Yup. I’ve seen people do this.
@blamp666
Жыл бұрын
Great video. Thanks! Another good and controversial theme is, time/movement/encumbrance, of you want a topic for more videos like this 😀
@marxmeesterlijk
Жыл бұрын
in your example one group goes through the entire check list. And then the next. My first assumption was that each group would do each step in initiative order. (so the goblins would move, then the party would move. The goblins would make missile attacks, the players make missile attacks. ETC. That would mean iniative still gave you the advantage of striking first, but would avoid the common downside of going first, by getting to move and not attack like what happens to the goblins in the first round.
@becmiberserker
Жыл бұрын
The checklist does state in part B that the group that wins the initiative goes through each step. Then part C states the other side takes all their steps. So RAW seems quite clear. That said, like I mentioned in the video, nothing is really broken by mixing it up.
@ITSaTRAP0001
Жыл бұрын
Once again you give me lots of ideas to reflect upon. What was once old will be new again!
@becmiberserker
Жыл бұрын
Hey, ITSaTrap. Hope you’re well.
@ITSaTRAP0001
Жыл бұрын
@@becmiberserker Yeah i am doing well, still working on my TTRPG, these videos you make help alot with thinking about game concepts. How are you these days?
@becmiberserker
Жыл бұрын
@@ITSaTRAP0001 Happy with how the channel is growing and the community it's building. I get a lot of positive comments about the viking portrait. :)
@ITSaTRAP0001
Жыл бұрын
@@becmiberserker Thats great to hear. Im very happy to watch this channel grow and be a part of its journey.
@CaptCook999
Жыл бұрын
In the early days we used standard initiative rules. Only occasionally using individual initiative for larger battles and even those were mostly small groups controlled by the PC. Later with AD&D we started using a D10 and dexterity modifiers which meant with 10 segments you went on the segment you rolled. The DM would decide how he wanted to group the monsters initiative. Possibly by weapon type, etc. As to the "checklist", we never really used it perse but we usually did movement before combat and spell casting.
@chadvandenbosch6640
Жыл бұрын
If I were using this, I might change the order so that the magic phase came after hand to hand. This way a melee attack also has the possibility of disrupting spells.
@peadarruane6582
Жыл бұрын
In my upcoming campaign I'm planning on using group initiative with a declaration phase. The one bit of home brewing I intend to through in, is in round one and only round one, I'm permitting the players a minute or two of 'Meta' battle planning, to reflect that they are a unit that is used to fighting together and they can decide on their tactics for the battle between themselves.
@erictiso9315
Жыл бұрын
This was a great review of the earlier edition, and how the mechanics could affect the strategy and outcomes differently than in newer editions. I've proposed side initiative to speed things up in my regular 5e game when we only have a short session. I also have Identical initiatives go simultaneously, because that's a great but of realism. Mutual kills are very possible. Missile combat before magic makes it all the harder to be a magic-user, since it's one more thing that could go wrong an fizzle a spell. Thanks for the great job and clear explanations, it's a fun trip down the memory dungeon.
@becmiberserker
Жыл бұрын
Thanks and you’re welcome.
@ObatongoSensei
11 ай бұрын
It's been decades since I last played BECMI, so it was quite nostalgic to see again those rules and tables. After all the experience I have accumulated in the meantime, I would like to make a couple adjustments to the action sequence, though. The first would be to move the melee part before ranged and magic: using ranged weapons requires more time than swinging a melee weapon and chanting for a magic spell is even slower, so to me that would make more sense. The other would be to remove the initiative penalty for two-handed weapons: the reason is that, why they are undoubtedly slower than one-handed ones, usually they have more reach and so they also have an advantage for striking first, balancing out the hindrance. Instead of the declaration for spellcasting, which I deem unfair, tactically speaking, I would use a homerule: a spellcaster who takes damage during the melee or ranged phase has to pass a save vs paralysis or lose the spell, if he tries to cast in the magic phase of the same round. This gives spellcasters the chance to adapt their actions to the developing situation without being the only ones that have to declare their action beforehand.
@robbabcock_
Жыл бұрын
Ah, the time-honored practice of looting your fallen comrades!😂 Nothing personal, it's just business. 😉🔥👻 Great video! I've shared a link to this channel with my BECMI/RC group.😎
@becmiberserker
Жыл бұрын
Thanks for that. 🙂
@garyfindlay8052
Жыл бұрын
Love this video. Forgive me but I would like to address a couple of points. Firstly, in my estimation the rules are clear about spell casting. If you refer to the Basic set, players book pg 23. " The character must be able to gesture and speak normally to cast a spell. While casting a spell the cleric must stand and concentrate. Spells cannot be cast while walking or running..." This is also repeated almost exactly as written on page 38 for magic users. Therefore we can conclude that an interruption is basically any activity other than standing still, gesturing, concentrating and chanting or incanting. Anything that prevents one of these four components would be an interrupt and stops the spell casting as its is clear all four activities must be fulfilled. Secondly. Monsters also roll for surprise, the only exception to this is undead monsters who can never be surprised. Remember surprise is not literally 'Dumbfounded, rabbit staring in headlights' but simply simulates everything from monsters ambushing the players, to them doing something else, to actual fear and terror. In Arnieson D&D The rules inform the narrative, they do not dictate, so game terms should not always be taken literally. Lastly when a player character dies (poor Clarion), the monsters STILL roll for morale. This may seem to not make sense, its called morale right? Again, its not supposed to be literal. It actually serves two important purposes. From a game perspective it gives players a chance to avoid party wipes. From a narrative stand point it can enhance the story. A carrion crawler/spiders/snakes etc may attempt to flee with the body. Goblins may want to run off and tell thier boss 'they got one'. Again Morale is just a system its not the narrative. It why Undead are supposed to be feared, because they never run/leave. As an aside, I stongly recommend doing some rpg archeology and reading about how dave arnieson (the inventor of D&D and modern roleplaying games) actually played the game. Many from that time played in groups of 20-30 (no kidding), this is why we have a caller and a mapper, and initiative is done by sides. Many of the rules oddities and the 'early games' apparent difficulty is because of this. It was intended that players from smaller groups (less than 10) where supposed to hire retainers. Hope this helps. Love your channel.
@becmiberserker
Жыл бұрын
Thanks for the kind comment. Just to address your points, none of which I actually disagree with: Spell interruption: I wanted to specifically address interruption in combat which, simplified, is just getting hit, which I think would count towards the conditions for interruption that you list. Monster surprise: In the video, I state that the party have been spotted by the goblins, meaning the goblins spotted them first, so by the time the party are also aware of the goblins, the goblins are not surprised. I do mention that both parties roll when I talk about surprise earlier in the video. Morale: I know there are listed circumstances for the rolling of morale, but as you elude to, these don’t make sense in certain circumstances. Perhaps I should have mentioned that, but this is essentially why I didn’t robotically follow that format. It might have seemed ridiculous to players unfamiliar to old school games that the goblins run away when they are winning (the fact they ultimately lost is moot). RPG Archeology: If I had more time I’d like to do a PhD in it. 🙂 These points aside, I really appreciate your comment and attention to detail. I tried to at least make it interesting without getting too granular and I’m glad you’re enjoying them. Thank you so much for watching.
@ericheckenkamp6091
Жыл бұрын
I use individual initiative, but I roll for the monsters in groups. Also, and here is my most controversial house rule...I use Charisma for initiative. They roll a d6 plus Charisma modifier. All ties break in order of action priority, Thieves always win initiative ties, after that it's by action type: move only > magic > ranged > melee. Further ties are broken by Dx score. I use charisma because it's a dump stat, but also because Dexterity is not at all what makes somebody react first in a crisis situation...keeping cool, and knowing what people around you are doing is more important, and Charisma comes closest to that.
@davidbrennan660
Жыл бұрын
That was of my teenage self in battle.... lack of planning and living on wits alone was my style and doom.😅 Nice example of system combat.
@becmiberserker
Жыл бұрын
Thank you!
@RedDiceDiaries
Жыл бұрын
Very much enjoyed the video, although my current EZD6 campaign doesn't have anything like the formal combat phase chart in BECMI I have used similar with previous games (such as Hyperboria) and have found that--although it can take some bit a while to get their heads around it--the system works well and doesn't unduly slow down in combat. I've actually found it tends to speed it up, since--rather than having to think about all your actions at once on a turn--you just have to think about movement, magic, combat or whatever phase it is.
@glenndean6
Жыл бұрын
IME the group initiative and combat sequence works best when each player declares their planned actions for the round first, then initiative is rolled. That allows for the interruption of spellcasting, setting weapons against charges, etc. As an aside: you can see the D&D roots of the Warhammer minis game (and derivatives) as WH40K still essentially uses group initiative with the combat sequence (Move/Shoot/Melee), while the derived Middle Earth minis game uses alternating within a phase (both players move, both shoot, both melee) with sequence in the phase by group initiative. Which make a bit of historical sense as the earlier D&D combat is derived from Chainmail, which was a miniatures game!
@xaxzander4633
Жыл бұрын
Ive been using 2nd ed rules for initiative since that was released. Its the same way i do it in 5e as well, but for Becmi you just use it without the speed factor. We basically use the last thing you mentioned, individual and abandon checklist, but we roll a d20 with a + or - based on Dex stat.
@Axiie
Жыл бұрын
I think I was somewhat familiar with BECMI combat mostly from readying about B/X combat, or its OSR successors at least. At first I thought it wasI was a 'You go/I go' phases, which sounds really interesting. I got it in the example, but now I can't stop thinking about what D&D combat would look like if it was *all* combatants move first, then ranged, then melee, so on through those phases. Really balance out those 'clash points'. I think the only tweak I'd do would be ranged before movement, giving the archers a chance to shoot enemies on the charge, instead of enemies being in their face before the arrow shot might make it more pallatable. Your playthrough was cool; ever thought about Solo play and putting that up?
@becmiberserker
Жыл бұрын
Time! I need more time!!
@ChuckBarchuk
Жыл бұрын
Thanks for doing this bud. Very helpful.
@becmiberserker
Жыл бұрын
Glad to help.
@spartandud3
Жыл бұрын
I run an OSE/BX group and while we initially found the checklist a little stiff it soon became natural. Also compared to 5e combat is much MUCH quicker. Once you get it in to it you find old school DnD is actually really smooth and hyper flexible.
@Akinohotarubi
Жыл бұрын
Interesting video, I just wish you'd covered the spell interruption.
@becmiberserker
Жыл бұрын
If it had come up in the example then I would have done. Essentially, if a spell caster has announced they are casting a spell and they are hit with an attack before they can act in the Magic phase, then the spell is ruined and they lose the memorisation of that spell, regardless of damage amount. That’s it in a nutshell. Oh, and that’s if they survive of course. Magic Users are crunchy. 🙂
@Akinohotarubi
Жыл бұрын
@@becmiberserker They better watch out for those pesky ranged fighters then. I don't see how they could be interupted by melee combat without using a declaration phase, but then again, if you are a MU in a melee fight, you have other concerns.
@spartaninvirginia
Жыл бұрын
Excellent video as always. I got my group away from 5e, which I consider a win. Sadly, Descending Armor Class broke some of the players heads, so we're playing some Basic Fantasy RPG which has ascending. Nevermind that the chart at the bottom of the character sheet negates the confusion of DAC... I consider this a great step away from WotC nonetheless. Thanks for the push to go to some old school games! Highly likely I'm stealing this combat sequence for my game.
@becmiberserker
Жыл бұрын
Glad to be of help. Hope your game goes well.
@davidtauriainen9116
Жыл бұрын
An interesting hybrid would be group initiative, but take turns with each section of the checklist. Feels less like an 18th century volley battle with gentlemenly opponents, but might speed up play.
@NefariousKoel
Жыл бұрын
Definitely a preference for me. Doing each part via initiative score, rather than the whole group going through the whole thing separately, adds a bit more to it. 1st group moves, 2nd group moves, 1st group ranged, 2nd group ranged, etc. Bit more fluid and the action feels less disjointed. Of course, everyone played their old-school stuff differently, depending on preference, and such things aren't unusual. Best thing about BX/BECMI is it's ease of house ruling such things without mucking up other facets in so doing.
@tubebobwil
Жыл бұрын
I always want to try group initiative but the phases are resolved by both sides before the next. Example: goblins win the initiative for the round, so the move first, then the PCs move, then goblins do all their missile, followed by the PCs doing their missile, etc.
@rohanm7695
9 ай бұрын
I have recently come back to BECMI for a nostalgia kick so I couldn't help double-checking a few things. Note that on page 3 of the red box Dungeon Master's Rulebook, the "Order of events in combat" does indeed have "Intentions" as the first item. However I can't find it anywhere else which may be why it is considered a house rule. In BECMI, movement is a discrete action and cannot be combined with other actions in the same round (unless
@becmiberserker
9 ай бұрын
Check out the text in the top right corner of pg 103 of the RC, under Encounter Speed. It always gets missed. Admittedly, it’s a contradiction to earlier instructions but it makes the game more fun, in my opinion.
@rohanm7695
9 ай бұрын
Cool, thanks for pointing that out. That's a pretty big contradiction.
@stillmattwest
Жыл бұрын
I ran a Swords and Wizardy campaign last year (OD&D) and loved the initiative system. It's similar to the combat checklist but the combat checklist actually mattered (unlike in BECMI) because the sides alternated through each phase. First the winners moved, then the losers. Then the winners fired missiles, then the losers, etc. Spells and melee were simultaneous. That's HUGE because of how deadly spells are in combat. Spellcasters have to declare their intention to cast a spell at the beginning of the round, and everyone can see them doing it. That draws missile fire like crazy because damage disrupts the spell. If you lose that, then your entire third-level party can suffer a TPK to a single first-level magic-user with a sleep spell. The fate of your entire party relies on two rolls: initiative, and the MU rolling to see the total HD affected. I love my BECMI but without the alternating phases, the impact of the combat checklist is very watered down. Group initiative with BECMI was simple and fast (and it was Basic D&D, after all) but I prefer the Swords and Wizardry version.
@becmiberserker
Жыл бұрын
That was a great comparison.
@kyleharder3654
Жыл бұрын
In group initiative would slow weapon welders go at the same time as their side or would they all act simultaneously at the end?
@johndoucette6085
Жыл бұрын
There is no such thing as slow weapons when using group initiative. Two-handed (slow) weapons only become a factor when using Individual initiative.
@henrycaltagirone3959
Жыл бұрын
I love that you added Touchberry to your video! But what about Fauxfire, Bob Johnny, and Fleetwood?😉
@becmiberserker
Жыл бұрын
Touchberry is the halfling in the Basic Player’s Manual. Felonius, Clarion, Rolf and Belrain are also represented in that book.
@henrycaltagirone3959
Жыл бұрын
I was thinking you were referencing the Dungeon Minister. His middle child plays a halfling named Touchberry . He's running a becmi campaign with his family and does recap videos You should check him out.
@becmiberserker
Жыл бұрын
@@henrycaltagirone3959 Oh I do. Great fun and lots of enthusiasm. 🙂
@rolanejo8512
Жыл бұрын
@@becmiberserkerYou had me at Felonius...
@magus2342
Жыл бұрын
BECMI combat, with group initiative, is extremely fast, efficient, and fun! Because no one has a full action to puzzle out for 10 minutes, nor is anyone trying to coordinate future actions with people who lack the same tactical expertise, everything moves smoothly. Since movement happens first and simultaneously for all PCs, the tactical guy can make sure everyone is where they need to be, and then the person who wants to take forever maximizing their turns gets a simple question: missile, magic, or melee? I can run full rounds of BECMI in seconds, 5e takes minutes.
@ChrisFreeman_4Bit
Жыл бұрын
I always read it as the magic can be interrupted to mean that each phase does both sides by order of initiative.
@paavohirn3728
Жыл бұрын
I've been using group initiative as I really like the straightforwardness. I let character with the best initiative bonus to roll with the bonus and give monsters a bonus where appropriate. I'm fine with players having a bit of an advantage. We haven't played BECMI /BX/OSE that much and fought fairly rarely so all the intricacies haven't been relevant yet. I think the idea was to have spellcasters announce intent to cast before initiative is rolled. But no spells in combat yet. I currently also run a game of 5e where i use round by round group initiative rolled first by the fastest PC and then going around the table in consecutive rounds. But each side only gets one individual to act and turns go back and forth between the groups.
@becmiberserker
Жыл бұрын
Sounds great fun!
@Phsstpok
8 ай бұрын
my main problem with the BECMI sequence is or was the fixed order of things.... in modern iterations there is this "move + attack" or "double move" thing.. that is very ingrained in my way of thinking.. it took me some time to do the single-action (move being one of them) variant.. otherwise that combat sequence shatters on impact with the chaos of combat and freedom of choice...
@admiralsnackbar2811
Жыл бұрын
In my experience group initiative with the combat sequence speeds up combat as all players reach in to move their figures instead of everyone sitting and waiting for their turn.
@al2642
Жыл бұрын
I would have done a sigle morale check for the entire group.
@roberthartley8516
Жыл бұрын
Thanks for making this video. We almost always rolled individual initiative and abandoned the checklist. You have inspired me to use individual initiative WITH the checklist in the next adventure I DM. I recently purchased Foundry and the advanced old school essentials foundry module. which mods do you use for your BECMI games?
@becmiberserker
Жыл бұрын
I pretty much just use the OSE SRD pack and then drag those elements into the Actor and Items sections before editing bits that deviate slightly from BECMI. There's been hardly anything to change of I'm honest. Just the odd bit of spell description text here and there.
@lanepianta3624
Жыл бұрын
A great video. Thank you!
@becmiberserker
Жыл бұрын
You are welcome!
@60508
Жыл бұрын
I'll be frank, the combat order checklist for me is only really interesting in simultaneous combat, or alternating activation like you show re individual combat. I never liked individual initiative. But I frequently try out rules from different editions. The other thing I often wonder about is spell interruption, I mean a wizard spends all night memorizing spells, they can't wear armour, they only have limited spells at low level, and they have very few hitpoints, so do they really need to suffer from spell interuption as well? But I've recently been playing around with time segments from ad&d which is interesting. And that second play through is how so many of my starting engagements go lol. Really good example.
@stevenkennedy4130
Ай бұрын
Thanks for the share!!
@retrodmray
4 ай бұрын
I know this is older, Beserker, but do you allow holding actions, and if so how would holding move and/or holding attacking (missile or HTH) work in the Combat Sequence Checklist for you? Thnx 👊
@becmiberserker
4 ай бұрын
TBH I would do the old school thing and play it by ear. If it seems sensible and adds to the scenario then I’ll let things slide here and there. The only reason I’d be less inclined to take this tact with 3.x to 5th is that so many other aspects are dependant on this kind of tactic that a wrong call could have greater consequences. It’s that house of cards element that the later systems have. Pull on one bit and it starts to affect the structure. Hope that helps.
@TheAlby87Project
Жыл бұрын
Wasn't the intentions phase mandatory in the Basic DM's book? I've read that not copying it to the RC was an error by the author of the latter book, maybe I remember wrong. And... one of the few OSR combat example not using the theater of mind. I was always sold that the D&D game was always theater of the mind, but here you demonstrated a full gridded map combat. Now I'm pondering, how was played in the times, without dry-erase maps or VTTs? Graph paper from notebook and miniatures?
@becmiberserker
Жыл бұрын
I considered trying telepathy for this video but had to resort to a VTT. My apologies. 😉
@Agell
Жыл бұрын
Minis have always been around in D&D :)
@TheAlby87Project
Жыл бұрын
@@becmiberserker Oh, my comment was absolutely positive! I don't follow played games on streaming, but informative video on D&D. And this is one of the few I've seen where the positioning of the miniatures (virtual ones, but still miniatures) had relevance. I'm happy to have seen this! :D
@becmiberserker
Жыл бұрын
@@TheAlby87Project I know it was. 🙂 I was just playing along. I really appreciate your feedback.
@johndoucette6085
Жыл бұрын
Our group has always played using graph paper with symbols drawn on the map for each character; a very slightly modified theater of the mins approach.
@Bargletheinfamous
Жыл бұрын
Touchberry! Nice deep cut!
@BX_Disciple
Ай бұрын
Hi BECMI Beserker,question in the first round of attack you allow the giblin archers to fire arrows even thou the other goblins are in the way,do you normally make this ruling when running games?
@becmiberserker
Ай бұрын
@@BX_Disciple The illustration is abstract. One might ask how much they are actually in the way or not. I would allow it on the basis it’s less fun not to. Obviously, if there are circumstances that suggest this is not a good idea I would cater to the requirement in the moment. The rules are a guide, not a straight jacket. 🙂
@BX_Disciple
Ай бұрын
@becmiberserker awesome! I am new DM and still grasping the balance between rules as written and leaning into having fun.
@becmiberserker
Ай бұрын
@@BX_Disciple With old school games like BECMI, it's best to lean into the fun. There can be some ridiculous moments, but that's when you pull out the 'roll for something something check' and watch the group lean forward in anticipation of success, or sometimes more hilarious, abject failure. Have a great game!
@adzi6164
6 ай бұрын
19:00 ah yes... Now, this is the problem with the bit of vagueness of the rules, both in B/X and BECMI. How does the combat procedure work, and how does one even "interrupt" someone from spellcasting? One interpretation would be, to play the steps of combat round in a way not unlike how the original wargame, Chainmail, had it done: in case of B/X and BECMI, it would basically mean that first the party with initiative moves, then the losing party moves, then the winning party shoots, etc. Also, maybe there could be the interpretation that, during the magic phase, a caster *starts* casting a spell, and it's done during the magic phase of the next round - giving the opposition one melee phase, and one shooting phase (and potentially one magic phase) to stop them. There's that funky combat example from the old B/X handbook - it shows many things happening in a way that aren't actually fully supported by the "rules as written", like the party losing initiative, but the party's archer shooting at the hobgoblins charging them. While the RAW reading of the sequence seems to indicate that one party does everything first, and then the other party does everything second, the "staggering" of phases makes the combat more realistic, makes it easier to maintain formation, avoids stuff like one party not being able to attack because of not having a target during their "turn" and then getting whacked, despite higher initiative being considered better, and also works quite nicely with the "declaration" method - at least as long, as the declaration is less about specific movement on the grid, and more about the general course of action in fiction. This approach was implied in ADnD2e (even if it drops phases), and explicitly used in RuneQuest's Classic and Glorantha editions. 25:05 now hooold on a minute. You said that the book said that, aside from the inititive being personal, the checklist works the same as with group initiative - and yet, while with group initiative you had the whole side go through the checklist before having the other side go, here you have all characters go through one step of the checklist before having them resolve the next step... this is basically the the opposite of working in the same way! ...I'd prefer the latter method, anyway, it smooths over some of the "turn-based bullshit" 26:28 well, just for clarity, even the first book for BECMI mentioned an optional rule that allows surviving into a few negative HP... ... not that it would save this guy, probably.
@HoltzWorks
Жыл бұрын
This phased turn system using the Combat Sequence Checklist really harkens back to D&D wargame forebears. It's very interesting, though. One of these days, when I find the time, I'll get a group together to give BECMI a try, although I might have to tweak things for ascending AC just for clarity.
@roberthartley8516
Жыл бұрын
OSE May be what you're looking for in that case
@HoltzWorks
Жыл бұрын
@@roberthartley8516 Does OSE retain that same turn structure?
@roberthartley8516
Жыл бұрын
@@HoltzWorks yes it does, and you can choose between Ascending and Decending AC.
@donrosavelli8869
Жыл бұрын
Awesome video. Cheers
@becmiberserker
Жыл бұрын
Thank you! Cheers!
@poodlefilmstrailer
Жыл бұрын
How did you get the OSE game pack? I installed game world but it is empty of monsters templates…!?
@becmiberserker
Жыл бұрын
They should be found in the compendium area.
@poodlefilmstrailer
Жыл бұрын
@@becmiberserker it is empty. Did you matbe install a module with the monstwr compendium!?
@becmiberserker
Жыл бұрын
@@poodlefilmstrailer Looks like I did! It was a while ago. It’s called Old School Essentials SRD Content. Hope this helps.
@AnthonyEmmel
Жыл бұрын
I prefer RAW for combat initiative/operations. It keeps the players more focused on the action rather eating for their number to come to act.
@andrewhaldenby4949
Жыл бұрын
Great helpful video ty
@becmiberserker
Жыл бұрын
Glad it was helpful!
@danbrauch4174
Жыл бұрын
In your example combat you mention that squares are 5 feet each with the goblins moving 30 feet each. But if you look at many modules from the BECMI era, like Caves of Chaos from KOTBLs, the squares on all the maps are listed as 10 feet each, meaning they would only move 3 squares a round on the movement phase. How would you run /resolve that? Maybe a future video idea.
@becmiberserker
Жыл бұрын
The map I used is 5’ per square and is still the same size as the map in the B2 module. So, 3 squares on the old map is the same distance as 6 squares on the new.
@danbrauch4174
Жыл бұрын
@@becmiberserker that certainly makes sense, it’s just resizing the grid, I’ve done this as well. But I was speaking more to the original design intentions of the game makers. How would you run it if you had to go “by the book” and not resize the grid? Would one character standing in the center of a square in a 10’ wide hall way now block that hallway so no monsters could pass him without fighting? Or would 4 characters be able to fill up one square in a sort of tight formation, with spears in the back row able to attack what is in ahead of the front row like the pole arm rules seem to imply? I’ve always just sort of winged these things as best I could, but there is always still confusion for me and my players.
@becmiberserker
Жыл бұрын
@@danbrauch4174 I think the 10’ spacing thing is a legacy of D&D’s wargaming origins. However, as the game was played mostly theatre of the mind back then, character positioning was very much at the fiat of the DM, with input from the players. This led to the kind of gridless game I alluded to in my video and why I don’t even use 5’ spacing in BECMI when using a VTT. If I think a creature can fit in a space then I allow it. Without the need to satisfy 5’ spacing in the game, unlike 5e, then it isn’t really an issue. The only thing I insist on is that melee means being within 5’ of a foe, except for things like pole arms. But again, I judge things in the moment. Hope this helps.
@danbrauch4174
Жыл бұрын
@@becmiberserker I’ve always done something similar to what you describe. But I always assumed I must be missing something. Imagine how confusing all this must be for a kid in the 80s, with no frame of reference except for what the book in their hand had to say, to try and figure all this out. I really appreciate you discussing this with me and giving your thoughts. Thank you very much indeed.
@becmiberserker
Жыл бұрын
@@danbrauch4174 😀 You know what? The funny thing is that without the internet or anyone else but your friends to help, you kind of figured it out. When things felt like they weren’t working then you changed them. It was kind of liberating really. No one told you that you were doing it wrong. You just got on with it and had fun. Nowadays we’re a little bit obsessed with the ‘right way to play’ that we forget we could just play how we want. No worries about answering your questions. I hope I helped.
@alanmay6401
6 ай бұрын
I thought that simultaneous combat also applies with individual initiative (ie ties need not be rerolled).
@jaybakata5566
Жыл бұрын
During movement of the goblins would you let the players know if one of them were going to cast a spell? Pretending they had a shaman. It seems to me that would not do anything for interrupting the spell as you have each side go completely through the combat list before the other group gets a chance. How would a caster ever get interrupted if everyone on there side gets to go missile, magic, melee before the other side gets to do the same? This is where you lost me. I was always under the impression that you rolled initiative. Group A (won initiative) does movement, group B does movement. Group A does missile, group B does missile, Group A does magic, group B does magic (if someone was trying to do magic but got hit by a missile attack they lost the spell and it was not cast). Group A does melee, group B does melee. End of round? I always found trying to run combats to be a bit confusing. Also playing a magic user and losing your spell without being able to cast it has to be the worst. Not bad enough that you have low hp, no armor, take forever to get a level, but you also only know one spell and if you're interrupted then you lose it and are completely useless to the group. It just felt so stacked against a magic user. How hated are they? Spend every gp you earn trying to copy spells into your spell book and making a backup in case it gets stolen, destroyed, etc. And if you have any gp left you try to make some scrolls that would be useful in a few situations but useful enough to memorize that spell every day. Anyway, love that you take the time to put out this info, you do a good job and I look forward to more videos with more information and having more questions and discussions. Thanks!
@quasidog74
3 ай бұрын
great stuff
@solomani5959
9 ай бұрын
I thought surprise was optional. That is the DM decides if surprise is likely and then rolls otherwise no surprise roll. Or did we inadvertently house rule a compulsory surprise step away?
@doublebassman123
7 ай бұрын
It depends on the circumstances. In the book i think it gives an example of the party trying to quickly get out of a dungeon, meaning they are moving faster than usual, and as they round a corner they encounter some goblins or something. This is a prime opportunity for the dm to decide if there is a need for a surprise roll. The other obvious one is stuff like planned ambushes or maybe a PC kicks a door in a dungeon open after a theif successfully listens to see if there are creatures beyond the door. If the party knows there are creatures in there but the creatures would never know a door kick is coming they would roll surprise.
@YorkshireMatt
Жыл бұрын
Why AC of 1? Thought plate mail and shield was the lowest AC of 3 - 1 (2}you could get, what have I missed or got wrong?
@becmiberserker
Жыл бұрын
Platemail is AC3. A shield makes this AC2. Then he had a Dex bonus of 1 making it AC1.
@YorkshireMatt
Жыл бұрын
@@becmiberserker that's what I have missed. I never added dex bonus it's only been 30 years and probably alot of unnecessary deaths. 😬 Looked at rulebook, how did I miss this. A very big thank you for your videos.
@solomani5959
9 ай бұрын
23:26 BECMI doesn’t have guidelines for morale? Thought it was first hit, first death and every time there is a critical - but wouldn’t be surprised if I picked that up somewhere else.
@becmiberserker
9 ай бұрын
You’re right that there are circumstances specified that dictate when to make a morale check, but the RC actual has Morale as an optional rule. I just used it to demonstrate use within the checklist. Hopefully, it still helped.
@solomani5959
9 ай бұрын
@@becmiberserker 👍
@kevoreilly6557
Жыл бұрын
QQ: Page 102 rules cyclopedia says “During a round, characters can do one thing: move, attack, cast a spell, drink a potion…” What did I miss in this? (There is some leeway for a 5 ft. Move) Ta
@becmiberserker
Жыл бұрын
Page 103, third column about Encounter Speed.
@becmiberserker
Жыл бұрын
The two basically contradict each other, with the text coming from two sources. Editing obviously missed it. I go with the rules on page 103. More fun, imo.
@henrycaltagirone3959
Жыл бұрын
I forgot when you say "Afternoon " that means morning for me
@nikolibarastov4487
Жыл бұрын
I'm sorry, but there is no solid reason to use descending Armor Class, or THAC0... it is the 1 big Hang Up I have with BECMI. I will however say I Love the Flavor, and many of the other Mechanics of BECMI, as well as All of your Videos
@thomasadams5671
Жыл бұрын
Is Touchberry a nod to The Dungeon Minister?
@becmiberserker
Жыл бұрын
I have to be honest and say it wasn’t, but it’s turned out to be. 🙂 The names I used were the example names used for these classes in the Basic Rules. Touchberry was the example Halfling, and I guess they made an appearance in the Dungeon Minister’s game.
@thebattleofpelennorfieldsp6081
10 ай бұрын
What page for the morale chart please?
@BX-advocate
Жыл бұрын
I switch to side initiative when I switched to BX and I'm not switching back.
@0den
Жыл бұрын
Is it possible to attack and move at the same round like in 3E and 5E?
@becmiberserker
Жыл бұрын
I think the idea is that, within the combat sequence checklist occurring in one round, you _are_ attacking and moving in the same round. It’s just divided up to account for the speed of different actions.
@0den
Жыл бұрын
@@becmiberserker So, does it mean you can move and cast a spell at the same round, or shoot a missile and use hand-to-hand combat on the same round?
@becmiberserker
Жыл бұрын
@@0den You can never move and cast a spell. Spellcasting requires you to stay in one place in BECMI. However, you may move and shoot an arrow, or move and attack with melee. Page 103 of the RC details this under the paragraph describing Encounter Speed.
@0den
Жыл бұрын
I thought only Ethengar warriors can move while shooting. Thanks for referring me to the right page 🙏
@dagdamar2000
Жыл бұрын
As far as magic been interrupted, I always assumed that magic goes at the same time as two -handed weapons. So as long as you do not have a two-handed weapon you attack before magic.
@iawoodsman
Жыл бұрын
Touchberry aka Torchberry
@Plantgrowth
Жыл бұрын
Wasn't a round of combat a whole minute in the older D&D rules? Or am I just mixing it up with AD&D or some other ruling that I can't properly put my finger on. Not that it really matters other than from the time keeping perspective.
@peadarruane6582
Жыл бұрын
Not in BECMI. A round was 6 or 10 seconds as far as I recall(I am leaning towards 6 seconds). Then you had a 'Turn' which was used during exploration which was 10 minutes.
@SuStel
Жыл бұрын
@@peadarruane6582 10 seconds in BECMI.
@peadarruane6582
Жыл бұрын
@@SuStel Thanks for clarifying. Cheers
@becmiberserker
Жыл бұрын
AD&D had a Round equalling 1 minute, but also had something called a Segment that equalled 6 seconds.
@Plantgrowth
Жыл бұрын
@@becmiberserker Ah, alrighty. So I was getting confused by the different rulings, like I thought. Cheers!
@tagg1080
Жыл бұрын
Huh. We always play that if you move you cant missile or melee or magic. Didnt realize you let everyone move and attack in the same round.
@becmiberserker
Жыл бұрын
This is clarified on page 103 of the RC under Encounter Speed. You can move up to your full Encounter Speed and attack. Movement in BECMI is often shown as 120’(40’) for example. The value in brackets is your Encounter Speed, which is 1/3 of your Normal Speed. Hope this helps.
@Agell
Жыл бұрын
Depending on which version of rules you use, this can happen. the 90s box set is explicit that you can't move and attack in the same round, but the BECMI rule books say you can. The Rules Cyclopedia puzzlingly has *both* rules in the same book contradicting each other.
@becmiberserker
Жыл бұрын
@@Agell I thought that, until I spotted that it states you cannot “run” and do something else. It then stupidly mentions running only 20’ which causes the confusion I think. I stuck with the info on 103 as it makes for a better game, imo.
@becmiberserker
Жыл бұрын
What’s more, if I mentioned all these contradictions, I’d be editing this video for years! 🙂
@tagg1080
Жыл бұрын
@@becmiberserker my group just found it not very fun that faster things can endlessly kite slower things. It almost begs the game to add combat maneuvers like "move and attack gives you -2 to hit" or whatever. We have had a fine time playing with the 5' movement maximum of you are going to melee/missile/magic.
@seanfsmith
Жыл бұрын
the last few years I've been on a real odnd kick, but I think the next 18mo. will be BECMONTHS I
@NisGaarde
Жыл бұрын
10 seconds is a _LONG_ time
@AXSLA3
Жыл бұрын
What about any mention to the +1 special bonus the halfling has when we are using individual initiative?
@becmiberserker
Жыл бұрын
Yup. Didn’t mention it and maybe should have done, although the VTT accounted for it. Thanks for watching!
@AXSLA3
Жыл бұрын
@@becmiberserker Maybe just something short as even though the halfling have a +1 bonus to individual initiative, he rolled so low that is of no help, better luck next time!
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