Over the years I've settled on a way to run 0e/OD&D/White Box combat that keeps the action moving and is pretty simple, while covering many cases that come up. I use this basic system for other games also, maybe with some of the details changed (like weapon damage or rate of fire in B/X-style games), but the core system remains the same. ## Surprise If surprise is in question, I use the standard d6 roll per side, with 1-2 meaning that side is surprised. Opponents get a free attack in that case. ## Initiative I use side-based initiative, with a tied roll meaning simultaneous action, but with the caveat that the initiative roll is modified by DEX in the event of a tie. So a PC with a low DEX (8 or less) would go last on a tied roll, while PCs with an above-average DEX (13 or more) will go first in that case. I re-roll initiative each round. ## Missiles I allow two bow shots per round for stationary archers, one if they choose to move and then fire (or vice versa). Elves can always fire two shots, however, even if moving. Shooting into melee is at -4 to the attack roll, with no range bonuses allowed. On a natural 1, an ally is hit, determined randomly. Other missile weapons can be fired once per round, except for crossbows, which can be fired every other round. ## Melee Combatants can choose whom they want to attack. Attacks from behind are at +2, except for thieves, who get +4 when unnoticed. Moving in combat is at 1/3 of the base movement rate times 10, so a leather-armored PC with a base move of 12 can move 40 feet per combat round. Leaving combat can be done slowly with a fighting retreat without penalty - but the opponent can always follow. Fleeing combat outright gives opponents a free attack at +2. Charging into combat with initiative will give the attacker +2 to their attack roll, but if they miss, their opponent gains +2 on the return attack. Spears and pole arms can attack from the second rank as thrusting weapons, and spears do an extra point of damage when used two-handed. Position can be important, for example if three PCs are attacking an Orc, and the Orc is using a shield, one of the PCs will be attacking the shieldless flank. Sometimes PCs want to switch weapons in the same round, like from bow to sword at the start of combat. I allow this, as long as the weapon in hand is dropped. Otherwise, it takes a full round to stow the first weapon and ready the second. ## Crits & Fumbles I don't like detailed critical hit/fumble tables [0]. I keep it simple - a natural 20 always hits (barring magic or silver required) and does maximum damage, while a roll of 1 is an automatic miss (but see above for shooting missiles into melee). ## Death and Wounds Binding wounds can be done after any combat and will heal 1d3 hp. PCs die at 0hp or less, however they do get a save versus death in that case, adding any CON bonus/penalty to the roll. If they succeed, they are left with 1hp and cannot regain any hit points that day without the use of magic, nor do they get a second chance if they fall to 0hp again. ## Spells Spells can be prepared and held in that state until cast. Prepared spells go off before any melee or movement actions for that PC's side. Otherwise, any spell takes one combat round to prepare (scroll spells go off first the round after the scroll is dug out of a pack or pouch and opened). If it is important to know if one spell goes off before another on the side that wins initiative, I compare DEX scores of the spellcasters. I assume that keeping a spell prepared does take some small level of concentration, so if a spellcaster is hit by an attack, any prepared spells are lost (but can be re-prepared starting the next round in that case, they are not lost from memory). It is not possible to prepare or cast a spell from memory while in combat, but spells cast from magic items can be used in combat. ## Gaze Attacks, Magic Items and Breath Weapons Gaze attacks always take effect first, followed by spells cast from magic items (like wands, rings or staves) and breath weapons, which will both take effect before melee or movement, but simultaneous with prepared spells. So all told, this is the order of actions per side: - Gaze attacks - Prepared spells, spells cast from magic items, breath weapons - Missile fire, melee & movement I don't care whether movement takes place before or after an attack, or when missiles are fired. For a given side, I'll just go around the table (or VTT) and combatants will act in order. Depending on circumstances, I let players hold their PC's action, so for example they can charge in to attack just after their companion fires a bow. [0]: gopher://gopher.smolderingwizard.com/0/phlog/2021-03-04-critical-hits-fumbles.md