An unplaytested, hypothetical, alternate sequence for resolving B/X combat:
All combatants complete each portion of the sequence before proceeding to the next portion of the sequence.
A. Morale checks, if needed (page B27)
B. Movement per round - meleed opponents may only move defensively, if not meleed the character can move and fire missiles or move and fight hand-to-hand (close for melee). Spellcasters may not move and cast spells.
C. Missile fire combat - Missile combat will be handled in the following order:
1. Thrown
2. Short Bow
3. Long Bow
4. Sling
5. Crossbow
D. Magic spells - magic spells will be handled i order of the level of the spell being cast (lowest level to highest level)
E. Melee combat - Melee combat will be handled in the following order during the first round of combat, when opponents first close:
1. Lance
2. Polearm
3. Two-Handed Sword
4. Spear
5. Staff
6. Battle axe
7. War Hammer
8. Sword
9. Mace
10. Club
11. Hand Axe
12. Short Sword
13. Dagger
For all subsequent combat rounds, after opponents have closed, melee will be handled in the reverse order (daggers to lances). combatants using the same weapon will go simultaneously.
When it becomes important to know who goes first when doing something besides straight up combat, opposed d6 individual initiative rolls (modified by DEX Initiative Adjustments), will determine what happens first. For example, two characters diving for the same object, a character trying to dive behind cover before an opponent can fire an arrow at him, or trying to move past a bodyguard to get to the evil ruler.
This might be fairly close to the system shown in the Judges Guild Ready Ref Sheets but I haven't looked at those in a while so I could be wrong. What do you think?
The Greatest Book in the History of Books
16 hours ago