Vaalingrade
Legend
Coming off one of the many perception threads as well as being in the process of writing up a lot of the minutia rules for my own system, I'm struck by the thought that... maybe surprise is not worth having as a mechanic.
The practical upshot is that it adds a level of tactics to the proceedings and possible variety to encounters. Then there's rogue-like characters who get some sort of alpha strike ability for acting in surprise.
On the other hand, it requires engaging the already historically janky Stealth minigame for one round of minimally different combat a small percentage out of the total combats in the game.
Now, obviously, it can be redesigned, but there's still the matter of it being something that comes up in a fraction of combats unless the players are actively trying to do it all the time. But the question is: is it worth devoting time redesigning and writing up a new set of surprise rules for the minimal effect it actually has? and if One were to redesign it, what would you want to do with it?
The practical upshot is that it adds a level of tactics to the proceedings and possible variety to encounters. Then there's rogue-like characters who get some sort of alpha strike ability for acting in surprise.
On the other hand, it requires engaging the already historically janky Stealth minigame for one round of minimally different combat a small percentage out of the total combats in the game.
Now, obviously, it can be redesigned, but there's still the matter of it being something that comes up in a fraction of combats unless the players are actively trying to do it all the time. But the question is: is it worth devoting time redesigning and writing up a new set of surprise rules for the minimal effect it actually has? and if One were to redesign it, what would you want to do with it?