In my Labyrinth Lord game (running tonight for the first time!) I'm planning on using a simplified weapon damage system, whereby all one-handed weapons deal 1d6 damage and all two-handed weapons deal 1d8 damage. This gives characters the choice of whether to use a shield and gain extra AC or to use a two-handed weapon and gain extra damage. One additional point I had in mind to differentiate weapons was that weapons with a longer reach would get to attack first (a goblin with a spear vs a magic-user with a dagger, for example). I think that's a pretty nice idea, but the only trouble with it is the way the standard combat sequence works - one side resolves all its actions, before the other side resolves its.
So I've been thinking about a variant system, which would enable long-reach weapons to get the advantage. Here's the sequence I've come up with (which is now a bit different to the one I posted on my blog):
1. General intentions are declared - spells to be cast, weapons used to attack, other actions. Labyrinth Lord rolls morale, if applicable.
2. Each side rolls 1d6 for initiative, ties are re-rolled.
3. Attacks and actions are performed in order of reach and quickness, with the initiative roll breaking ties.
The order of individual actions will be determined on a case-by-case basis, but the following principles apply in general:
- Missile attacks go before melee attacks and spells. If it matters, they are ordered by speed of firing.
- Spell casting occurs before melee attacks. If it matters, low level spells are quicker to cast than high level spells.
- Weapons with longer reach generally get to attack first, if the defender is kept at a suitable distance.
- Actions which involve movement generally go last.
This means that generally missile attacks go first as they have the longest "reach" and are the quickest, followed by ranged spells, followed by melee attacks and finally unarmed attacks and touch spells. However in the situation where someone making a ranged attack is being attacked in melee, the melee attack would be resolved first (because at hand-to-hand range the character attacking making the ranged attack is effectively unarmed).
One thing I really like about this system is that it makes it so that even with initiative, running up to attack someone who's brandishing a polearm when you've only got a shortsword is a dangerous business! This makes a player's choice of weapon more tactical, as weapons with long reach incur a higher encumbrance.
I just noticed that this system actually makes the initiative roll virtually redundant, as it is only used to break ties. Probably it'd be better to only roll initiative in a tie-break situation.
Any thoughts? Does anyone else use a variant combat sequence?