Cauldron Con 2023 After Action Report

This weekend I had the immense pleasure of attending the first edition of Europe’s excellent Cauldron Con in Schloss Hohenroda, Germany proudly hosted by Nexus, the German AD&D and Wargaming club.

A friday to sunday morning non-stop extravaganza, dedicated to the lordly pasttime of Advanced Dungeons & Dragons. The journey: Swift arrival at the airport followed by an early meeting with none other then Jonathan ‘I will tell you what I think of your I6 review’ Becker, where we barely managed to make sense of the byzantine german train system and catch a fast train to Fulda. We were soon talking about all manner of subjects, and our disorderly conduct almost caused a small blockage as we were ousted from our seats by several passengers with pre-reserved tickets. Gingerly, we eventually found some seats and arrived in Fulda, where our driver, a pleasant fellow that would later attend my Slyth Hive game, drove us and two other guests to the Castle at 210 km/u while Mr. Becker berated the passengers in the back for their poor choice of system and preached the glories of AD&D.

The setting: a splendid manor house in the center of Germany. The accommodations: tables perpetually overflowing with roasted pork, vegetables, fruits and german beers like a veritable Cornucopia, halls resounding with the clatter of dice and hearty life-loving laughter, and visitors from the disparate countries of Europe and across the sea. The event: A convention that ran with the Teutonic precision of a Swiss Watch, and such a wealth of games being run that I frequently wished for the ability to send Avatars to various gaming tables and lamented bitterly for missing out on so many excellent games. As I trod up the stone steps, the green banner of Cauldron proudly displayed across the entrance, I was greeted by our jovial host, the incomparable Settembrini, of Zock Bock fame, endowed with limitless endurance, generosity and energy by the power of wholesome gaming and his burning hatred for Zeb Cook.


For me, a brilliant opportunity to meet people I have talked to (and about) for years online, to sit down and game with them, to shake hands firmly, share a brew, and shoot the shit with readers, fellow-DnD afficianados and just about anyone within range. Atmosphere on the con was absolutely perfect, never once did I even ask or consider if someone aligned with me politically, nor did I hear any such a question, for all were enraptured by the spirit of actual play, and could not tear themselves from the table, nor free the dice from their hands. It was also very cool to be asked to sign a copy of Palace and RPR, and very cool that Grützi, who was also attending, ran an AD&D conversion of Red Prophet Rises (hell yes!).

What follows is an overview of the games, their progression, the tales of heroism and bravery:

Friday: Ice Castle of Fire
DM: King James Raggi IV!
System: Lotfp
Level: 1

A fitting guest of honor for such a grand event, I had the honor and pleasure of joining James’s game in one of his rare clothed appearances as the inaugural event on Friday night. After I had briefly talked to him beforehand so as to subtly signal that I was not there to assassinate him, the game proceeded smoothly, and myself and three german fellows were soon embroiled on a desperate quest to investigate a sudden eruption somewhere in the Swiss Alps.

James is writing dungeons again. The lord has risen hallelujah. For an Lotfp game things proceeded comparatively smoothly, perhaps TOO smoothly. After a two fortuitous draws from the Deck of Weird Things, the party was soon endowed with permanent spider climbing powers, a minor curse, and my particular wizard, an aristocratic miscreant, received a fanatically loyal 5th level fighting man for his troubles, that I promptly used to boss and threaten the rest of the party around. After we had dispatched several of the loathsome children that infested the Castle of Ice and Fire and helped ourselves to a small fortune in silver and valuables left by their slain parents, we decided to ignore the ominous looking cthuloid monster perching over the ruined church, and ventured into a gaping pit leading miles into the earth. Soon we would be confronted by rows of gladiators, things that eat light, and the eerie sign of the Duvan’ku. We killed multiple spiders and explored several strange chambers, only barely making our escape. By the time we had returned to the surface (fuck your death trap we can spider climb!) the sun was blotted out by the lovecraftian entity known only as Toonie, but fortunately the eclipse only made the 2000 sp worth of muskets and 1000 sp worth of silver all the more valuable. The Gm was possessed of an instantly charming sort of Akward Zen, and ran the game very smoothly and much laughter was had by all. Highly recommended.

Saturday Morning: Catacombs of the Pariahs
DM: Gabor Lux
System: AD&D
Level: 5th

A brilliant beginning after a sleep-deprived night (the house was quite noisy), but enough coffee, some leftover pork and a spare heineken I found in my bag later I was ready to go at it. Gabor Lux ran his seminal CATACOMBS OF THE PARIAHS, a terrific tombcrawl adventure from the master of tombcrawl adventures.

No one does Tombs like Gabor and no one crawls tombs like this group. We were soon endowed with various cursed and potent items of magic and technology, and moved like a well organized machine, aided by the winner of the coveted Top Looter award, some sprightly young lads, an unfortunate gentleman who looked for all the world like a german Venger Satanis whose wizard was killed by an invisible strangler, and me, the great Prince of Nothing. After having captured, interrogated and enslaved some of the pariahs on the level, we used their guidance to find the exit. Though we had already acquired a great gemstone the size of a man’s fist, and vanquished a skeletal commander of the Tiger legion and his harem of undead thots, we pushed on, raided the tomb of the glyphmaker, and used a mirror to murder some of the accursed crypt-keeping cult with laser beams. Quarter was neither asked, nor given. One casualty, and over 16.000 gp worth of treasure. Not bad for 4 hours. Gabor is an excellent DM, keeps great pace, always has an evocative description ready when you need it, and is a master of mean and deadly traps.

Saturday Afternoon: Slyth Hive
DM: Prince
System: AD&D
Level: 14+

I skipped half of lunch hastily scribbling in the character sheets that I had stupidly not brought, almost wounding myself mortally for my efforts. Soon I started the session, attended by a caracal, the french soldier from Monty Python, one of the Lotfp players that was used to 2e AD&D so I had to jailbreak him into not storygaming, our lovely driver, and a hyper-sharp ASL player known as Mikhal, who may have been a head taller then me and was presumably half-frost giant. The session started with all the gravity of a final exam as I gave everyone 10 minutes to prepare spells, ask any questions they had about their items, look things up before I would kick things off. Note for prince: Give everyone a pre-prepared loadout like you do in the final version of Slyth hive at the next convention game and just throw them right in.

The beginning of Slyth Hive dragged a bit. Everyone was still getting used to all of their powers and abilities and I should have just started them at the entrance instead of making them move to the dungeon. They soon figured out that talking to plants and animals was a way of avoiding ambushes, and entered the first brobdignagian level of the Slyth Hive.

Tentatively, unsure of their strength, they skulked trough the unnatural jungle within, avoiding the curious asps that crawled there, neglecting to explore the narrow tunnels infested with blind albino cobras (after a divination spell revealed not much treasure could be found there), and were actually smart enough to avoid many of the encounters I had there. By this time we were 2 hours in and everyone was getting used to being an inhuman superpowered god, but afraid of their own powers, they still held off from direct violence, avoiding a mob of unnatural dinosaurs.

By the time they discovered a strange village, I was wondering if they were going to do any looting and killing. My heart grew 3 sizes as they finally broke off diplomacy with the counterfeit creatures, slaughtered 44 of the savage bastards with swordblows, magic missiles, backstabs and a well placed death spell, and made their way deeper into the second level. Some loot had been taken by Doof, but for the rest the party seemed content to explore the wonders and horrors of the Slyth Hive. Nevertheless, they played well, cautiously, and in a way that would have allowed them to do well in the actual adventure.

Intermission: Dinner and the Auction.

Dinner was DELICIOUS barbeque, more beer, more coffee, and a wealth of other foodstuffs. I cannot overstress german hospitality, the competence and friendliness of the organizers and the energy of the place. Dinner was followed by a meticulously timekept auction, where various goodies were sold off, many of them benefiting the club, or charity. I was lucky enough to get my hands on a reprint of Tegel Manor with the proceeds going to charity, a copy of the Dungeon Alphabet and an impulse buy of the Crypt of Lyzander the Mad, which I guess I will have to find some use for. Raggi was telling me some crazy story about an aborted Jobe Bittman rpg project involving the bible and would subsequently explain my presence to his consort as ‘Prince is the Emperor of Being Mean’, and the Hungarians forced everyone who came by their table to drink some sort of peach liquor and proceeded to style on and outbid eachother to harsh magyar laughter. Please enjoy this well-timed snapshot of Settembrini scornfully auctioning off a copy of Yoon-Suin.

Saturday Evening: Slyth Hive II
DM: Prince

System: AD&D
Level: 14+


Continuation. Not only did everyone return, oh shit, 4 more people signed on. A friendly danish chap called Nicholas, the Mighty Gabor Lux, the fearsome Tamas Illes and the NAP Champion Chomy. My game was massively full but I was by this time bolstered by Dutch courage, the best courage in the world, and therefore invincible. In 20 minutes I scrambled together new characters (I will note that Chomy refused the honor of playing Kent, fearing his power) that I had fortunately prepared and soon a planar rift opened in the stone corridor to permit 4 new champions from different realms to join the quest to find and slay the Arch-heretic Pharnabazus. They were now 9: Brandoch Daha, Vaus Arghul the master of summer, Oberon the elf-prince, Gyges the archthief, Hassan I Sabbah the psionic Master of Assassins, Cathbad the Great Druid, Solomon the Archmage, Jaques the Patriarch and Sir Giselher the Paladin. A second battle with the cavemen resulted in a brutal massacre, as the primitive savages were soon hemmed in by walls of fire, and broken with an ice storm. Our heroes pressed on, emerging in a vast cavern of Bone, and here they faced the first true test: The chitenous legions of the Slyth, 200 strong, led by hideous psionic overseers, on a field of bone. Great ruin and massacre was inflicted on the Slyth, as the party fought a desperate but intelligent rearguard action, keeping the casters safe while they conjured up elementals, and Vaus (gabor) and Gyges (lynchpin) rushed out and dealt with the psionic overseers. They scattered all before them, and inflicted great ruin upon the Slyth. By now several spectators drifted in and out to observe the game, but I am proud to say I contained my nerves and kept the game going. It was also amusing to apply lessons learned from Fred Saberhagen’s Empire of the East and foist upon Chomy a Djinn true to the classic fairy tales, obsequious, passive-aggressive and extremely literal minded. Attempts to shortcut the dungeon in this fashion had been foreseen (by me) although I am a bit sad the party did not use their ring of Wish, which would have propelled them directly to the final boss, for a true ultimate test. The outer defences of my Hive were no match for 9 sharp players, and soon the first army of the Slyth were no more. 200 down, 2 Overseers killed ignominiously and many 100s more to go.

Saturday Night: Meeting with Bryce

As I wandered to my bed, exhausted, I had to go to the bathroom and who did I encounter but Bryce Lynch as he was reviewing a module? Yes, that’s right! The elusive lord of the Holy Trinity of RPG Reviewers had joined Cauldron, wearing a shirt of the band Arcturus, for a short stop on a secretive quest throughout all of Europe to find ‘an OSE adventure of levels 4 and above.’ He asked me to ‘help him out with something’ and I protested that I was all but exhausted but a single gulp of a mysterious elixer was enough to renew my strength. Gabor was there also, grimly carrying a tommy gun and his trenchcoat. What exactly he was looking for in that crawlspace between the walls of Hohenroda and the catacombs below it I cannot fully recall, but I followed him faithfully, bearing the torch, and dealing with the many giant rats we came across, as well as other less recognizable things. How long we meandered through those cob-webbed and dust-choked halls of aeons-old cyclopean masonry below Schloss Hohenrodha I do not now recall, but Bryce did produce his ancient volume over an old stone well inscribed with Elder Signs, and incanted from it chants in a strange, ancient tongue made for no human vocal apparatus. The well had been sealed but the ordeal had left Bryce visibly altered, almost unrecognizable. Exhausted and grimy, we made our way back to the surface, and by break of day, were just in time to take a group photo before the next game started.


Sunday morning game: S2 White Plume Mountain
DM: Blackrazor (a.k.a Jonathan Becker)

System: AD&D 1e
Level: 5-7

I was pleased to be able to enter Jonathan Becker’s game, even though I could not attend all of it. Both awards were no joke. Becker ran his game like a drill sergeant, swiftly delivering the introduction of the adventure, setting out our formation with miniatures, handing us our crisp character sheets and starting us at the entrance, and soon we were off in the brilliant convention Hell that is White Plume Mountain. Becker had augmented several of the encounters with his own personal spice, and we were nary two rooms in when 4 Grell absolutely reamed us and we barely managed to escape after a well timed use of a wand of illusion, leaving two of our members on the floor. We had made it to the boiling mud room when the announcers called, and held the grand award ceremony. Plentiful Cauldrons of Brass were handed out to the victors of the tournament, and none other then the great Blackrazor was selected as both the best AND most deadly GM (apparently he was so deadly that he warranted his own category). It was fitting. Not only were the players engrossed and entertained, but we had lost one more player to the boiling mud, placing us at 3 deaths in 2 hours. I could see a faint twinkle in Becker’s eye as he accepted the award.


It was over all too soon, and the slow journey back (with one unfortunate getting sick in the car which I happened to attend, thank the gods he was in the front seat) gave me much chance to ruminate. It was truly a successfull con: the energy, the people, the games and the splendid hospitality. I do not know what the future will bring for any of us, but the future for AD&D in the Eurozone looks bright indeed.

Worth a repeat. And a celebration on behalf of Nexus. They could not have had a stronger start.

Fight On!





54 thoughts on “Cauldron Con 2023 After Action Report

  1. A delightful review of the con, and a well-needed chuckle for me. Just a couple-few thoughts:

    – Wait-wait-what? Sönke (winner of the coveted Top Looter award) was at Gabor’s table Saturday morning? I am absolutely certain he was at my table during the same time slot! How are such time warp shenanigans possible in a country that has worked out their train schedules to an exacting measure?! If this is accurate, than it is no wonder the young Hun won the award, what with his “double-dipping!”

    – You are absolutely correct about Mikhail’s half-giant heritage…he confessed it to me when the Hungarians were occupied elsewhere (no doubt fearing they’d want his head as some sort of trophy). Also: an excellent player, and well-deserving of his MVP award.

    – (mmm…I wonder if this confession will be the cause for them removing my “Honorary Hungarian” award, which they graciously bestowed after several shots of their peach liquor)

    – Slyth Hive was no doubt awesome (judging by the reactions of the attendees), and is on my “to buy” list. I am so glad you are enjoying the glow and warmth…not to mention challenge!…of high level D&D play. See? It’s not so bad! And neither is AD&D (duh). We need more of this stuff, not less!

    – Chomy was the NAP I champ?! I never made the connection! I actually liked his adventure (“Web of Past & Present”) quite a bit! He’d seemed so much more…mm…”refined” in his internet persona. Nothing like the saber-swinging, liquor-chugging, Ducati-riding man from the Carpathian basin. That such a dichotomy can exist in one person is…delightful! And frightening! Would love to game with him again sometime…he’s not a player to shy away from the devilish *wand of wonder!*

    – I am so sorry to have missed your sojourns with Bryce into the bowels of Castle Cauldron. That mush have happened during the three hours of sleep I managed Saturday night. Fortunate that you escaped with sanity intact!

    – I6 is a fucking train wreck. Yes, I am prepared to die on that hill.

    Looking forward to the next EuroCon. I am very hopeful it was not a “once in a lifetime” event.

    Fight on, indeed.
    ; )

    Liked by 2 people

    1. The “Honorary Hungarian” award was branded on your soul by Pálinka. It cannot be removed. You are one of us now in this world and the next. Time to buy a Ducati and grow a beard! 😉

      Just a sidenote: the wand of wonder was a last and desperate resort. I’ve literally seen no other way out. It turned out quite well (or at least memorable), and this way, fortunately, I didn’t have to award you with the “fantasy fcking vietnam” dangerousness category *again*.

      Looking forward to game with you again sometime, master Becker. It was a joy! 🙂

      Liked by 2 people

  2. I demand to know why I did not know about this convention. I suspect a cover up conspiracy. There had better be a repeat next year.

    Or. There. Will. Be. Trouble.

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  3. Sounds like all had a great time. Well done, especially to Settembrini. When something is gliding as smoothly as a swan on the surface, it is a safe bet furious paddling below is achieving it.
    Glad to note there was a Helveczia adventure. If more of these get translated, I would certainly be interested. It has the flavour of WFRP Border Princes adventures as they should have been. And a vagabond character based on Prince?!?

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  4. I’m live-commenting as I read through this Germanic beast of a post…

    Wow, must be nice to afford a banner for your RPG convention! I think VENGER CON gas hit double-digits, just barely. Only 35 attendees more to go!

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    1. “…some sprightly young lads, an unfortunate gentleman who looked for all the world like a german Venger Satanis.”

      Hey!

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      1. Wait, no story-gaming at all? What?

        I don’t get it, how else do you get your AD&D game to resemble an episode of Friends?

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      2. Did Bryce and James switch shirts after the restroom dungeon or did I read too much into con hallucinations?

        Overall, sounds like an awesome time! You doing it next year? Will there be a Cauldron II in the fall of 2024?

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      3. I believe the t-shirt confusion was intentional obfuscation. If Bryce was wearing a band t-shirt it would be something like Frankie Goes to Bollywood.

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      1. I’ll think about it. FYI, it was a giant fucking hassle to book the hotel 5 miles away from the original venue. But maybe I could attend Cauldron Con sometime in the near future?

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      2. I think you would enjoy it honestly. The only foreseeable hurdle is that you might need to run AD&D if you want to GM. Ask Settembrini about it, I’m sure people would be delighted.

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  5. I expect weapon speeds & length, weapon vs armour mods, and suprise/initiative by the book. This is the only way the sheer beauty of AD&D can be appreciated.

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    1. Speed/length and Suprise/init by the book was all done. I didn’t see weapon v armor mods being used, nor did I myself use it (I could have used it for the cavemen, although this would only have granted a greater advantage to the already advantaged party).

      Casting Time is one of the major factors imho.

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      1. I always use weapons vs armour mods, my guys love it. Much mirth ensued when the paladin (in plate mail and shield) engaged a giant squid only to find out it attacked 10 times a round as flail. He got shredded.

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      2. Weapon length, AC adjustments and Casting Times change the tactical calculus significantly, and give both the DM and players more tools to nudge the combat to their advantage. Playing D&D without CTs is almost not worth the effort; it brings another risk vs reward dynamic to the game, another layer of tension to initiative.

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      3. In my attempts to grok RAW 1e combat the biggest stumbling block has been trying to figure out how movement is supposed to work. Most people seem to get hung up on weapon speed factors or surprise, and while those rules are somewhat convoluted they are actually fully explained in the text . A clear explanation of movement during a combat round is just completely missing. I don’t mean to put you on the spot but I’m curious to know how you (and any other 1e guys who care to chime in) run it. For instance:
        1) Can spellcasters move before casting a spell? After casting a spell?
        2) Can you choose where/how far to move while moving or do you have to declare this before initiative is rolled?
        3) Is movement handled segment by segment (1/10 movement rate each segment)? Do you start moving at the beginning of the round or only once you get to your side’s initiative count?
        4) How does charging factor into all of this?
        Please excuse my ignorance. I seek only to know the light of TRVE AD&D.

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      4. 1. No. (p.65) Some GM’s that make granular use of segments might rule that it is possible to move afterward if the spell has a short casting time.
        2. I have as a general rule that actions must be declared before the round but this is ironclad only w.r.t. to spellcasting (otherwise it would not be possible to interrupt casters). I allow characters to retarget if foes are slain, or change or halt their movement if the battlefield has drastically altered.
        3. MV is the number of feet (or yards if outside) per segment. So an MV of 12 means 12 feet per segment. Each round has 10 segments. I assume movement stars at the beginning of the round, since maximum movement appears to be based on MV x 10. This is supported by another note (PHB p.104) that stipulates that some spells might exceed the length of a round.

        I don’t worry about segments that much. Use it as a tool to figure out who goes when and what can be done in a round.

        4. Charging is pretty easy. You don’t roll initiative. Against an opponent that is fighting weapon length determines who strikes first. Against a spellcaster or missile weapon you either refer to segments and initiative, but in practice, missile weapons nearly always go first (dex bonus to initiative) anyway.

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      5. @Dashwood:

        #1 Spell casters aren’t allowed to move while casting a spell (see description of spell casting in the DMG p.65). Since you declare your action before the round resolves (e.g. “I’m casting *charm person*, etc.) the character doesn’t get to move. You’re either casting (and, this, not moving) or you’re not.

        #2 The player declares their intended action before initiative is rolled. “I want to move THERE,” for example. Movement rate determines how far the character can move during the round. The ‘move per segment’ helps describe where the moving character is at any particular point in the round (e.g. a character with 12″ move wishing to move 48′ will reach their target spot in 4 segments). To be clear: DECLARATION determines intention; the movement rules exist to determine how the intention is executed.

        #3 Again, see #2: the move/segment rule exists to track where the character is, not hamstring the declared action. “My fighter wants to move to engage the wizard HERE.” Okay, he’s 80′ away…can you move that far in one round? “Yes, I move 9″ (90′) in my chainmail armor.” Great, roll for initiative. Please keep in mind that UNLESS YOU ARE CHARGING (which you can only do once per turn, i.e. once per TEN rounds), you do NOT get to make an attack after such a move (see DMG p. 66 “close to striking range”).

        Back up a minute. The initiative dice roll is used to determine who gets to take an action FIRST (i.e. before the opponent/other side). But just because you LOSE initiative doesn’t mean you don’t get your action (unless killed by your opponent). The PC in chainmail wants to move 90′? Cool. It does NOT matter that the PC rolled a 1 for initiative and the goblins rolled a 6…they don’t start moving on segment 6 and only move 45′ (because they only move 9′ per segment and start to act on segment 6, thus only getting to move for five segments before the round ends). The initiative roll determines who gets to ATTACK first (and how much sooner than the opponent)…but both parties have a full minute (ten segments) to take actions. Don’t put the cart before the horse here; we only bother counting “moves per segment” to determine where someone is during the round (if/when necessary), but this is *not* a tactical board game.

        #4 Charging circumvents normal initiative to close AND attack in a single round. You might still roll initiative (especially if the charging character has fellows who are doing something other than charging), but their move+attack will occur before other actions.

        That being said, SOME actions will occur before the charge resolves. The first volley from missile firing characters, for example. And POSSIBLY spell-casters’ spells, depending on A) the casting time of the spell, and B) the distance that needs to be covered by the charging opponent. If the charger needs 3 segments of movement to reach the wizard and the wizard is casting a spell that requires 1 or 2 segments (say, magic missile or web) then the spell should go off BEFORE the charger reaches the caster…just as an archer would be able to fire his/her first volley at a charging opponent BEFORE the charger gets to strike.

        To Sum Up: segments are supposed to help you (the DM) not get in your way. They help describe when things happen, but IN GENERAL don’t prevent things from happening. If they are getting in the way, you might be using them wrong.
        ; )

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      6. @JB: When do spells begin being casted? You state initiative is for attacks; do spells act like movement and start getting casted at the top of the round?

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      7. @ L’J:

        Currently, I handle spell-casting as follows:

        1) Casters declare they are casting a spell during the round (and which spell they are casing). Casting time is checked.

        2) Initiative dice are rolled, unless unnecessary (wait on this a moment).

        3) Initiative is compared; difference between winner and loser indicates how many segments the winner has prior to the loser acting.

        3A) In the case the winner of initiative is the caster, these segments are compared to determine if the caster has enough time to finish the spell prior to the action of the loser. To answer your question directly, I suppose I’d say “casting time begins at the BEGINNING of the segment on which the caster’s initiative begins.” But IN GENERAL I’m not all that concerned with the EXACT SEGMENT on which things are occurring…the time it TAKES is more important.

        [just what does that “beginning of the segment thing mean,” JB? It means that if, for example, initiative is TIED, and thus simultaneous, I allow a one segment spell (say, magic-missile) to go off at the same time that the other party (say, a bugbear making a melee attack on the caster), occurs. I do NOT compare weapon speed factor to casting time…although I have in the past…instead preferring to ONLY make speed factor comparisons between weapon-using opponents in the case of tied initiative]

        SO…when casting a spell with a six segment casting time (say, a death spell or disintegrate), it is necessary for a casting to win inititative by a roll of 6 versus 1 in order to ENSURE there is no chance of interruption. BUT my concern…and focus…is the DIFFERENCE in the die rolls, not WHICH SEGMENT the actions occur. We are using segments to ORGANIZE the round, not paint an exact timeline of occurrence (since combat is abstract anyway). This goes to my next point:

        3B) If the caster LOSES initiative…say the bugbear rolls a 3 and the caster rolls a 1 or 2…then the non-caster is going to act first, and have a number of segments to act equal to the difference between die rolls. However, just because Mr. Bugbear rolled a “6” does NOT mean that my caster doesn’t start his 5th level spell (say, cone of cold) until segment six and thus (because of the 5 segment casting time) gets NO CHANCE to cast the spell (for example because there are only ten segments in the round). NOPE…*your* initiative die roll does not indicate that *I* screwed up. It only means that you are going to receive a number of segments to act (based on *my* initiative roll) before I can start my action. Will this allow the caster’s opponent to close the distance (via a charge) and interrupt the spell being cast? Hopefully (for his/her sake!). The bugbear (or whatever) is still going to need to succeed at an attack roll.

        CAVEAT: sometimes, no initiative roll is needed. The wizard is casting a spell and the orcs are firing arrows: okay, the arrows go first, then the spell (if not interrupted and if short enough to be cast within a single round). In the case of a charge, one need only look at the distance (and movement rate) and see if the number of segments moved will beat the amount of time it takes the wizard to cast the spell. In such cases, the order of things are fairly obvious.

        95% of the time, I find it’s not terribly complicated. Practice makes the juggling of the variables faster/easier.
        ; )

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      8. I give monsters using natural weapons (claws, tentacle lashes, whatever) a weapon speed of 1. Makes them more fearsome.

        I also rationalise natural weapon types for monsters as actual weapons, e.g. tentacles = flails, claws = daggers, for purposes of weapons vs. armour mods. Again, keeps players on their toes against what can become lame opponents at medium to high levels.

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  6. I’m excited for the forthcoming review of Crypt of Lyzandred the Mad. I remember it being one of the worst algebra exams in the form of a dungeon I’ve ever read.

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  7. Dashwood, your 4 questions:

    Overall, keep in mind that movement and combat in AD&D is more fluid and abstract than we are lead to believe by all the nooks and crannies of odd case law in the DMG. WSP & WvsAC are decorative, I’ll leave them aside. It is **especially** important, in the light of rpgs which followed it, not to be deceived into thinking that elaborate tracking of movement and blows in combat over short intervals is “realistic”. It isn’t, it is “gamey”.

    Fighting is too complicated to capture in all of its small gestures because it is dynamic, meaning every tiny gesture influences the gestures around it in a chaotic way. It is completely unrealistic to break movement and combat down into short *artificial* rounds, “you go, I go”, that is how gameyness arises. Rounds don’t exist! Even the one minute round is not ideal because it creates an artificial clock tick which is unrealistic, but it is a brilliant idea to have it so long because it allows for realistic abstractions.

    In AD&D movement *into* combat, that initial phase is probably the most interesting. Where is everyone when enemies become aware of each other? How far apart is determined differently in the DMG depending on whether surprise is achieved. The shorter distance, 1″ to 3″, (DMG p.62 note.5) reflects the surprising (alarming) nature of ‘how did they get so close without we noticing’, and also allows the surprising party to *avail* of surprise by possibly closing the distance to strike within 1-3 segments, which is impossible at the standard encounter distance.

    So, 4) charging is a way to close to combat at 150% move”. It benefits from surprise as above (a 12″ move charger can close 36 yds in 2 segments with a free attack, after which combat proper begins). No charging after contact.

    So, 3) once both parties have closed to combat, movement is too unpredictable for precise instructions and intent is handled on a per minute basis, and you can’t break off from your enemy without harsh consequences. Combatants tend to be locked in to the fight for minutes. Initiative determines precedence but there is no information on when in the round a damaging blow occurs. [Personally] I allow fighters 3-4 lvs higher than opponent to have some control over the movement of their contest.

    So, 2) as explained, no movement details, combat is too chaotic, engaged opponents are “sticky”

    So, 1) spellcasting in combat is **undetermined** in AD&D. It is the topic of most sophisticated discussion among those who are very experienced and know the written text.

    For instance, it is not **decided** whether spellcasting is **possible** within a melee, the MU cannot defend himself while casting (by parrying, dodging) and by the book might be interpreted as an instant kill. Most DMs rule that casting is possible which leads the hotly contested question of how to determine if a spellcaster has been hit while casting. This is **undetermined** by the book.

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    1. Most of this, the fluid and abstract part, I would agree with. It is not possible to play AD&D without some degree of interpretation and it very much relies on refrees to make their own rulings.

      The spellcasting in combat part being interpreted as an instant kill seems unlikely, given the usual treatment of attacks against magically held or sleeping opponents. The best way to learn AD&D is to experiment, discuss with elder players/visit forums or dig through all Sage Advice columns if you are stumped, probably in that order.

      What happens if you cast a fireball spell against a cube of force, does the fireball merely fizzle out, or explode against the side? What about what happens if you carry a continual light spell into an area of continual darkness? How do you determine what someone’s worst fear is when they are subject to a Weird spell? If they have eaten of the Heroes Feast, are they still paralyzed with fear when they make their saving throw. Does a ring of regeneration work against System Shock rolls?

      Its fun. In the beginning it helps to ask frequent questions, later on you start to trust your judgement and write down interpretations.

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      1. ==The spellcasting in combat part being interpreted as an instant kill seems unlikely, given the usual treatment of attacks against magically held or sleeping opponents.

        DMG p.70. magically held or sleeping opponents are instant kills if they have no-one to protect them.

        If an MU is going toe to toe with a fighter who is attacking him it is a reasonable btb interpretation that he is an instant kill if he persists in casting his spell.

        ==
        The general spell versus spell field is a bit of a nightmare or fun depending on your disposition. Dashwood didn’t bring it up though.

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      2. In the same preceding section, the game allots a mere +2 and the annulment of dexterity for striking a motionless opponent, which I would venture is certainly closer to a spellcaster casting a spell then being magically held or asleep!

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      3. My reading is that it is a matter of duration. A momentary disadvantage or weakness spread out in its effect for the duration of the round. Someone is standing motionless in a library reading a book, I attack with a dagger with +4 to hit. The person doesn’t remain motionless! Someone falls off his horse and lands prone near me, I attack with +4 to hit, the victim rolls over and jumps up and maybe attacks this or next round.

        If the spell caster begins casting, ie is “motionless”, and I attack him with +4 as with the fellow in library, does he persist in casting to completion or does he react? It does raise the question that 1 segment spells might be considered in the same vein with just a +4 bonus to hit.

        So I see these as brief window-of-opportunity attack bonuses.

        Your reading may be different that’s why lawyers get the big bucks.

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    2. … the interrupted spellcaster …

      The problem is we don’t know btb when the caster begins so each DM has to decide if it is at the beginning of the round, or, as with others in the melee is he dodging, warding blows, hiding and looking for his chance to begin his spell that it begins at a random moment in the round. Remember we don’t know when the fighter’s damaging blow occurs in the round, so how do we decide if he might interrupt a spell with an unknown beginning.

      Personally, I don’t allow spellcasting in a combat where the spellcaster himself is being attacked. This leads to MUs developing “flash spells” for combat situations, ie 1 segment spells which are acceptable.

      If I *did* allow spellcasting in combat where the spellcaster himself is being attacked I would use a simple probability ratio: if the spellcaster suffers damage in a round we determine his spell was interrupted according to … casting-time in segments / 10. In other words if he spent 3 segments out of 10 casting a spell then the chance that a damaging blow landed during this time is 30%, in which case the spell is disrupted.

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      1. We do have procedures for determining precedence via the Speed Factor vs casting time rules for weapons v spells, which are tied into initiative in what might be the worst paragraph ever.

        “Compare the speed factor of the weapon with the number of segments which the spell will require to cast to determine if the spell or the weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive.” (p. 66 DMG)

        I assume spellcasters begin casting at the beginning of the round, and any damage they take before their spell is resolved will interrupt their spell. They do not receive their dex bonus to AC while casting, so spellcasting in combat carries with it considerable risk.

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      2. Trust me, I have been involved in at least four epic INITIATIVE threads on DF a decade ago going over this is forensic detail with people back then, no longer there, who knew their stuff and have a mathematical bent (not saying you don’t). In the end we reached some kind of general rapprochement about what is *undecided* in the DMG about initiative, for example when casting begins, and how a spell caster can be interrupted. I found it fascinating stuff but these are things a DM must decide for himself after he understands the problems exist.

        It is more fun to allow casting in combat I am sure. And certainly in your case where you are building a back to the book community with NAP it is best to solve interpretation problems by closing gaps, rather than opening them up which is what I prefer.

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