For a number of years when playing Swords and Wizardry, I been giving Fighting-Men a bonus to their initiative equal to their to-hit bonus. I felt that added a more pizazz, as well as making sense, to melee combat if Fighting Men were the ones mostly going first in a combat round.
Swords and Wizardry Core Rules doesn't have multiple melee attacks as one of the main options. And that how I been handling it since I started using it in 2008. I am not keen on adding multiple melee attacks based on levels but I was thinking. What if I make it a function of initiative?
To add this to Swords and Wizardry requires these rules.
Use Ascending AC and the to-hit bonus chart.
Fighting Men get to add their to-hit bonus to their initiative plus any other bonus they may get from dexterity.
If a character attacks in melee and his initiative (whether individual or group) is triple, or more compared to his opponent, the attacker gets two melee attack rolls. This does not apply to spell casting or missile attacks.
So if the Party rolls a 5 for initative and Able the fighter has a +1 to hit bonus. If their orc opponents roll a 2. Then Able is able to make two attack rolls if he does a melee attack against the Orc. Now this applies to any character to if the Orcs roll a 1 and the party rolls a 6 then everybody gets two melee attacks.
In conjunction with the Initiative rule for Fighting Men this means that Fighting Men will be the class that benefits the most from this. And it will spice up combat a bit by having the player looking not just to beat the monster's initiative but beat by high enough margin to get multiple melee attacks.
To me the Old School Renaissance is not about playing a particular set of rules in a particular way, the dungeon crawl. It is about going back to the roots of our hobby and seeing what we could do differently. What avenues were not explored because of the commercial and personal interests of the game designers of the time.
What are RPGs?
A game where the players play individual characters interacting with a setting with their actions adjudicated by a human referee.
Rules are an aide to help the referee adjudicate actions and to help the players interact with the setting.
Dice are used to inject uncertainty which make a tabletop RPG campaign more interesting than "Let's Pretend".
The only thing a player needs to do to roleplay a character is to act if he or she was really there in the setting in that situation.