I am planning on running a Pathfinder game with an old school feel, i.e. Only four classes and four races, Cleric, Fighter, Thief (rogue), and Wizard and the basic four races Dwarf, Elf, Halfling, Human, probably using the Beginner Rules which are very close to the original game. Major difference is the modification of the THACO rule concerning Armor Class... I have been DMing for 40 plus years and have volumes of material including all the classic modules mentioned above... Remember how simple the Rounds went when there was an actual guideline as to the order of events. These simple rules could be used in any game system... From the Red Box Set of Dungeons and Dragons Basic Game (pre 1st edition) ORDER OF EVENTS IN A
GAME TURN
1. Wandering Monsters: DM rolls 1d6 (normally
checked every 2 turns)
2. Actions: Caller describes all party actions
(movement, listening, searching, etc.)
3. Results: If: a. a new area is mapped, the DM describes
it.
b. an encounter occurs, skip to ORDER
OF EVENTS IN AN ENCOUNTER.
c. something is discovered (secret door,
item, etc) the DM announces the
results. d. no encounter occurs, the game turn
ends; return to #I. ORDER OF EVENTS
IN AN ENCOUNTER
1. Number Appearing: determined by the
DM 2. surprise: DM rolls 1d6 for each side
(monsters and party).
3. Reactions: DM rolls 2d6 for the monsters’ first reactions.
4. Results: If: a. both sides talk, continue reaction
rolls, negotiation, etc. as needed. b. one side runs away, the DM handles
Evasion and Pursuit (page 16). c. one side attacks, continue with
ORDER OF EVENTS IN COMBAT. ORDER OF EVENTS IN COMBAT (remember how much simpler and organized the Combats were) 1. Intentions: The DM asks each player
what the character intends to do in the
coming round.
2. Initiative: Each side rolls 1d6. The side
that wins the initiative acts first.
3. Actions, side that wins initiative: a. Morale checks, if needed.
b. Movement. c. Missile fire.
d. Magic spells and magic items used
(such as wands). e. Hand-to-hand combat. 4. Side that lost Initiative goes through a. to e. Repeat until combat is resolved by one side running away, surrendering, or dying...