Man in the Funny Hat
Hero
The problem there is that the remainder of the party "spoils" the more effective chances of surprise when they are spotted/heard. Surprise only still exists because the two advance PC's are still hidden.MithrasRahl said:I understand the logic as well as rules for not allowing readied actions outside of a combat situation. However, in my mind, we had already engaged and were waiting for the rest of the party to get as close as they could before the 2 advance people attacked. I have no problem with allowing the sentry a yell during the surprise round when we got our readied actions to attack, but it seems kind of silly to make the two people in place, weapons ready, looking for the first sign of notice to loose act on the same "readiness" as the sentry, party and sleeping npcs.
D&D rules are written to provide for ONE surprise round - and then a tossup to determine order in the first and all subsequent rounds. You don't get 6 surprise rounds of activity to move in close and set things up. You move in close OUTSIDE of combat. AFTER you're in position you initiate your attack, get your one surprise round, and then proceed normally. In this case only 2 PC's were in position before the rest of the party was spotted. At that point BOTH sides are aware that the other exists - except that there are still the two hidden PC's. That is all that enables the PC's to still get their one surprise round, otherwise the surprise round would have been lost entirely.
Attempting to ambush by stealth in D&D always carries these restrictions. If just one PC gives themselves away the combat begins and any further time for obtaining optimum positioning or preparations is lost unless it can be done DURING the surprise round. Otherwise, all the approach and setup work is done outside of combat and the surprise round is used to TAKE those "outside-of-combat-readied-actions".