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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
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: 6685879" data-attributes="member: 6796566"><p>Perhaps the rule should be read as "cannot move or take an action on your <strong>next </strong>turn." It would be the target's first turn after the encounter was initiated, if you consider the surprise attack to the be event that initiates the combat encounter.</p><p></p><p>So, for example, your assassin is undetected and intends to assassinate the target. Initiative is rolled, and the target's initiative is 15, the assassin's is 10. The target is unaware of the assassin and can move and act normally on his turn at initiative 15, continuing to walk his patrol route, make his performance check to play the lute, etc. This is not a turn in the combat, because the combat has not begun.</p><p></p><p>At initiative 10, the assassin strikes. His attack, if it hits, is an automatic critical. The target becomes unable to take reactions at this point.</p><p></p><p>At initiative 15, on round 2, the target gets his first turn <em>in the combat</em>, but cannot move or take an action because of surprise. After that turn, he can take reactions.</p><p></p><p>Now, I know you're going to protest that "the rules" set forth an order--a series of steps to follow when combat begins. That's an example of a narrow framework, by the way. I'm telling you that not every combat should begin in exactly the same way, and that the narrative should be given priority in determining the circumstances when combat is initiated. The rules are guidelines and examples, but cannot contemplate all the strategies of a creative party of murder-hobos. You've got to be flexible and adaptive, and make the rules serve the role-playing.</p></blockquote><p></p>
[QUOTE="epithet, post: 6685879, member: 6796566"] Perhaps the rule should be read as "cannot move or take an action on your [B]next [/B]turn." It would be the target's first turn after the encounter was initiated, if you consider the surprise attack to the be event that initiates the combat encounter. So, for example, your assassin is undetected and intends to assassinate the target. Initiative is rolled, and the target's initiative is 15, the assassin's is 10. The target is unaware of the assassin and can move and act normally on his turn at initiative 15, continuing to walk his patrol route, make his performance check to play the lute, etc. This is not a turn in the combat, because the combat has not begun. At initiative 10, the assassin strikes. His attack, if it hits, is an automatic critical. The target becomes unable to take reactions at this point. At initiative 15, on round 2, the target gets his first turn [I]in the combat[/I], but cannot move or take an action because of surprise. After that turn, he can take reactions. Now, I know you're going to protest that "the rules" set forth an order--a series of steps to follow when combat begins. That's an example of a narrow framework, by the way. I'm telling you that not every combat should begin in exactly the same way, and that the narrative should be given priority in determining the circumstances when combat is initiated. The rules are guidelines and examples, but cannot contemplate all the strategies of a creative party of murder-hobos. You've got to be flexible and adaptive, and make the rules serve the role-playing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassinate
Top