Unusual combat options for Basic fantasy.
We are all familiar with standard ways we chuck dice. Players rolling their initiative, attacks, damage, saves, and skill rolls. GM do the same for monsters and NPCs. Some GM's tell players the target number for attacks and how many hit points monsters have, many don't. But the players usually always know their characters own health and bonuses. I've seen a few discussions lately advocating hidden hit points, descriptive combat, and alternative initiative systems. I thought it might be fun to go over a few of these ideas, and see how I would, or have used these options in a games using the Basic fantasy system. Clockwise D10, initiative . This is one I use, especially for larger groups. Rather than each player rolling a d20 once for the entire combat and acting in order of high roll to lowest roll, a d10 is rolled by every player, adding their Dex bonus at the beginning of every round. But rather than acting in descending order, only the highest roll is important. The