General Chat

load previous
Nov 22, 2025 12:11 pm
As I'm in the UK, I can no longer use Gamers' Plane's Imgur integration to upload images. Would Discord work for everyone as an alternative?

I have your impending skirmish with the halflings all set up on Talespire, but I need a way of sharing.
Nov 22, 2025 1:07 pm
I've been uploading my map images on postimages.org, if you want an alternative.

Otherwise I don't mind discord either, so it's up to you!
Nov 22, 2025 1:13 pm
Discord is ok, not ideal, but it’s ok.
Nov 22, 2025 2:08 pm
Testing Postimages ... can everyone see this?

https://i.postimg.cc/cJQ7vGcN/Heroes_vs_Halflings.png
Nov 22, 2025 2:27 pm
Yep.
Nov 22, 2025 4:15 pm
Yeah, great image!
Nov 22, 2025 6:50 pm
Yes, and looks great - I love your miniatures!
Nov 23, 2025 2:53 am
Indeed. Who IS that arthritic—yet surprising handsome—man wielding such a long sword with aplomb in the front row?? 😈
Nov 25, 2025 4:48 pm
Thanks for the rules questions and clarifications. Let’s take them offline here to avoid cluttering up the main story thread.
matmaisan says:
OOC:
I might be confusing Ad&d 1st ed with OSRIC rules but I’m not sure I understand how actions are going to transpire here. Am I to understand that all actions of all characters are going to start and finish within segment 4, whereas the sleep spell being cast will only take effect in segment 5?

In my recollection of how initiative ties work in ad&d, all actions were initiated simultaneously, but did not all finish at the same time: in melee your dexterous rogue wielding his dagger (speed factor 2) would act before the hulking warrior swinging his two handed-sword (speed factor 10), even though blows on both side would land even if said rogue’s attack had slain the warrior.

More importantly in the present case, if a spell-caster could take out a number of foes with a spell, you had to consider whether the melee attackers could get to the spell-caster and attack him before the spell went off. But movement, and swinging weapons consumed time too. For instance, my chainmail clad character with a 9" base movement could move at most 9feet per segment (18 ft if charging), so that the distance separating the melee types from the spell-casters and archers bought the latter some time to act…

Whatever you rule is fine with me Burbage, but I’d like to understand the underlying reasoning so I can plan my actions accordingly in the future, assuming there will be one for Ella… :-P
There are no speed factors in OSRIC, nor any segment-by-segment movement. It is one of OSRIC’s major simplifications (for better or worse, depending on your perspective) over true 1E.
Avraham says:
OOC:
I stated above that I was closing into combat. I will target Roskelly. You are the DM, so you decide EVERYTHING, but the OSRIC rules (2.2) do say say on pg. 127 that "When faced with more than one opponent, it is not possible to pick which opponent will be the one receiving the attack; in the rapid give and take of melee, any one of the opponents might be the one to let down his guard for a moment.

When a character is in melee with multiple opponents, the target of an attack roll must be determined randomly, but note that characters or creatures with multiple attacks that are part of the same routine (such as a bear with a claw/claw/bite attack or a character wielding a sword and dagger) must make all attacks against the same opponent unless otherwise specified in the relevant monster’s entry.
"
Good catch. My preference is generally to stick to rules as written, so everyone knows where they stand. We will go with the randomly determined targets when facing multiple opponents (as is the case here).

Note for Jacky - this also means that if you fire into melee as planned, there is a chance you will hit Thrud, Grim or Zach.

Avraham says:
OOC:
Also subject completely to your discretion, Zach has bastard sword double specialization, which means he gets multiple attacks, now 3/2 (unless he is fighting creatures of < 1 HD, in which case he gets one attack per fighter level or 2/1) so every odd round he attacks twice, which, according to the rules on p. 14, means he attacks BEFORE everyone and AFTER everyone on odd rounds and in his initiative slot on even round.
Another good catch, thank you.

The specific order is going to vary from round to round, as Jacky gets 2 bow shots every round, whilst Thrud and Zach get 3 melee attacks every 2 rounds. I will do my best to lead you through the specific order each round.

Also, remember, if you close rather than charge, you can’t attack that round, but neither can your opponents attack you.

So, for round 1, we have:

1. Specialised Fighters attacking first:
- Grim and Thrud charging and attacking.
- Jacky shooting (noting the risk of hitting Grim and Thrud).


2. Standard actions:
- Zach closing.
- Halflings acting.

3. Spells:
- Ella casting sleep.

4. Specialised Fighters’ second attacks:
- Jacky shooting, Grim and Thrud attacking.
Nov 25, 2025 11:04 pm
This means that only Jacky's 2nd shot runs the risk of hitting an ally for round 1, right?

What counts as melee here? If on round 2, Jacky shoots at one of the halflings on the back rank, does the arrow still have a chance of striking an ally?
Nov 26, 2025 1:24 pm
Burbage says:
There are no speed factors in OSRIC, nor any segment-by-segment movement. It is one of OSRIC’s major simplifications (for better or worse, depending on your perspective) over true 1E.
I understand there are no speed factors or movement break-down in segments in OSRIC, but then I don’t understand why magic is assumed to take longer than movement, exchange of blows, etc, regardless of the spell’s casting time. Is there a purpose to casting times outside of tied initiatives? Why are we assuming every other action costs no time, but we must have spellcasters effects go off in the order of their casting times (but only in initiative ties!)? In other words, why is the simplification applied to melee and ranged combat, but not to spells?

Whatever the reasoning might be, I’ll obviously follow your ruling in the matter.
Last edited November 26, 2025 1:33 pm
Nov 26, 2025 3:05 pm
testlum says:
This means that only Jacky's 2nd shot runs the risk of hitting an ally for round 1, right?

What counts as melee here? If on round 2, Jacky shoots at one of the halflings on the back rank, does the arrow still have a chance of striking an ally?
Sorry, I could have been clearer in my previous post; I will go back and update it.

In round 1, Jacky, Grim and Thrud, as Fighters with multiple attacks, all perform their attacks at the same point in the round. Jacky is shooting, and Grim and Thrud are meleeing following their charges. Therefore, Jacky has a chance, with his first shot, of hitting Grim or Thrud.

By the time of Jacky's second shot, Zach will also have joined the melee. So he becomes another potential target alongside Grim, Thrud and the halflings.

If you are within 10' of an opponent, you are generally considered to be in melee.

I'm not going to insist you shoot. You may hold your fire if you don't want to take the risk. But that will still remain your action for the round.
Nov 26, 2025 3:17 pm
matmaisan says:
I understand there are no speed factors or movement break-down in segments in OSRIC, but then I don’t understand why magic is assumed to take longer than movement, exchange of blows, etc, regardless of the spell’s casting time. Is there a purpose to casting times outside of tied initiatives? Why are we assuming every other action costs no time, but we must have spellcasters effects go off in the order of their casting times (but only in initiative ties!)? In other words, why is the simplification applied to melee and ranged combat, but not to spells?

Whatever the reasoning might be, I’ll obviously follow your ruling in the matter.
I think OSRIC is fairly clear on this point, particularly in the example it includes:

"Example: Halvaine the Arcane’s party is in battle with a group of orcs. At the beginning of the round, Halvaine’s player declares that the magic user will cast a spell with a 2 segment casting time. The party rolls a 5 for initiative, and the GM rolls a 4 for the orcs. Halvaine thus begins casting in the fourth segment of the round (as the ORCS rolled a 4, so Halvaine’s party is acting in segment 4). The orcs attack in the fifth segment (as Halvaine’s party rolled a 5), and Halvaine’s spell will go off in the sixth segment (as his initiative segment is 4, and he adds the casting time of 2)—provided, of course, that the orcish attack in the fifth segment does not interrupt and thus spoil his casting."

The point is that, depending on which general segment your party acts on, you may (or may not) be able to get the spell away before you're interrupted by the opposition. If Halvaine's party were acting on segment 2, he would have been able to safely cast his spell without the risk of interruption. There's no special case with initiative ties that I can see.

I guess the general reasoning is that spell casting simply takes longer, with all the gesturing and utterances that are needed, than regular attacks. It's not that Ella doesn't do anything until segment 5. It's that she starts casting on segment 4, but only completes the casting process on segment 5.
Nov 26, 2025 3:24 pm
Just to note ... although I'm pushing back on a couple of points, I genuinely welcome the questioning and feedback.

The aspiration for the game remains the same as outlined in its original description: "We'll generally play rules-as-written, with a minimum of house rules.". So my default position is to defer to the OSRIC text, although this is, in itself, sometimes open to interpretation.
Nov 26, 2025 4:46 pm
I see, the example makes the rationale more obvious. I do not find it an optimal solution — 3rd ed and forward made a general simplification that does not disadvantage spell-casters —, but I can understand the impetus to not designate speed factors for melee and ranged attacks to make them comparable to casting times. I'm probably just too accustomed to AD&D mechanics.
Last edited November 26, 2025 4:46 pm
Nov 26, 2025 11:00 pm
Jacky will shoot. I am not sure if Grim has multiple attacks as a cleric, by the way.
Nov 27, 2025 1:50 am
testlum says:
Jacky will shoot. I am not sure if Grim has multiple attacks as a cleric, by the way.
He does not.
Nov 27, 2025 3:52 pm
Yes, yes, of course, my mistake. So the absolutely, definite, without-a-shadow-of-a-doubt sequence for Round 1 should be:

- Segment 3 (say):Thrud charges, Jacky shoots.
- Segment 4: Grim charges, Zach closes, Ella begins casting Sleep, Halflings act
- Segment 5: Ella finishes casting Sleep.
- Segment 10: Jacky's and Thrud's second attacks.
Nov 27, 2025 5:49 pm
Gotcha, boss.

Unless he gets decapitated, Zach will melee in round 2. Since this will be his first round of combat, does he get two attacks, or, for simplicity, since it is even, he'll get one like everyone else and get his two attacks on round 3? Your call since you are keeping track! 😈
Nov 27, 2025 9:46 pm
Sry I forgot +2 attack for Grim’s charge.

You do not have permission to post in this thread.