Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassinate
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="epithet" data-source="post: 6685871" data-attributes="member: 6796566"><p>If the PC triest to use a reaction before his turn, "[Character] has his head up his ass and isn't completely aware of what's going on around him, since he was totally surprised. You aren't able to react to that."</p><p></p><p>On the surprised PC's turn, "You were totally surprised by [event], so all you can do on your turn is to regain your bearings enough to react to whatever happens next."</p><p></p><p>In the case of assassinate, that's simple: the assassin goes first. Exactly how the assassin goes first will depend on the narrative--we're gonna role play that out. It might be a held attack to strike at just the right moment, it might be something else, but in any case it will serve the narrative. There's no way for a target to "take a turn in the combat" before the assassin starts the combat with an attack.</p><p></p><p>In the way you interpret the rules, combat begins when you roll initiative. That means, to you, that if nothing happens for the next 6 seconds and a hidden assassin remains hidden, he's nevertheless lost the benefit of surprise. When he does ultimately attack 12 seconds later, 2 turns "in combat" have already passed, the unsuspecting guard can move and act normally, and the assassin does not get an auto-crit. Instead of looking to the narrative to guide your ruling on surprise, you have parsed the rules down to what is, in my opinion, an unnecessarily restrictive framework within which you vest control over the surprise mechanic.</p><p></p><p>From a narrative sense, even after initiative is rolled, as long as the assassin keeps making any necessary stealth checks and his target is not aware of any threat to the target's safety, then when the assassin strikes - whenever the assassin strikes - the target will be surprised. Your narrow interpretation of the rules means that an ambush is fundamentally impossible, because you've said you have to roll initiative when the ambushers see the targets, and if the ambushers wait until the targets are in position, holding their actions to launch arrows or roll boulders over the cliff when the PCs are just in the right spot, they have lost the mechanical benefit of surprise.</p><p></p><p>Surprise has to be flexible to serve the narrative. For example, I've let a paladin use an athletics check instead of a stealth check to determine surprise, because the paladin was bursting forth from total concealment to make his attack. You've got to be able to say "Yeah, that could surprise the hell out of someone" and go with it, and not prioritize rules over rulings.</p></blockquote><p></p>
[QUOTE="epithet, post: 6685871, member: 6796566"] If the PC triest to use a reaction before his turn, "[Character] has his head up his ass and isn't completely aware of what's going on around him, since he was totally surprised. You aren't able to react to that." On the surprised PC's turn, "You were totally surprised by [event], so all you can do on your turn is to regain your bearings enough to react to whatever happens next." In the case of assassinate, that's simple: the assassin goes first. Exactly how the assassin goes first will depend on the narrative--we're gonna role play that out. It might be a held attack to strike at just the right moment, it might be something else, but in any case it will serve the narrative. There's no way for a target to "take a turn in the combat" before the assassin starts the combat with an attack. In the way you interpret the rules, combat begins when you roll initiative. That means, to you, that if nothing happens for the next 6 seconds and a hidden assassin remains hidden, he's nevertheless lost the benefit of surprise. When he does ultimately attack 12 seconds later, 2 turns "in combat" have already passed, the unsuspecting guard can move and act normally, and the assassin does not get an auto-crit. Instead of looking to the narrative to guide your ruling on surprise, you have parsed the rules down to what is, in my opinion, an unnecessarily restrictive framework within which you vest control over the surprise mechanic. From a narrative sense, even after initiative is rolled, as long as the assassin keeps making any necessary stealth checks and his target is not aware of any threat to the target's safety, then when the assassin strikes - whenever the assassin strikes - the target will be surprised. Your narrow interpretation of the rules means that an ambush is fundamentally impossible, because you've said you have to roll initiative when the ambushers see the targets, and if the ambushers wait until the targets are in position, holding their actions to launch arrows or roll boulders over the cliff when the PCs are just in the right spot, they have lost the mechanical benefit of surprise. Surprise has to be flexible to serve the narrative. For example, I've let a paladin use an athletics check instead of a stealth check to determine surprise, because the paladin was bursting forth from total concealment to make his attack. You've got to be able to say "Yeah, that could surprise the hell out of someone" and go with it, and not prioritize rules over rulings. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassinate
Top