D&D 5E Beast master wants to use pet to get +5 to passive perception

That's not a marching order. A marching order is...

P1: "Okay DM. The fighter is up front, followed by the cleric, then the wizard and last will be the rogue. We're putting our most observant guy in the back, because we like walking into traps."

When in a room like that and everyone is declaring actions, each PC is essentially moving(or not moving) as an independent group.
The marching order is always running in my head, unless combat starts. The order can be outright stated by the player, but when they are just generally saying their actions like "I'm going to check out that sarcophagus" or "I'm going to hang back at the exit and draw a map" then I'm mentally changing the marching order. If they leave the area, it snaps back to what they said (no need for them to repeat it).

Marching Order as a game mechanic, as opposed to just the words.
 
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The marching order is always running in my head, unless combat starts. The order can be outright stated by the player, but when they are just generally saying their actions like "I'm going to check out that sarcophagus" or "I'm going to hang back at the exit and draw a map" then I'm mentally changing the marching order. If they leave the area, it snaps back to what they said (no need for them to repeat it).

Marching Order as a game mechanic, as opposed to just the words.
Fair enough. I don't think that's how many or perhaps even most of us do it, though. :)
 



Fair enough. I don't think that's how many or perhaps even most of us do it, though. :)
No idea. It's the same thing to me as when a player says "I bellow in rage and rush the tentacle horror, lashing out with my greataxe at his swollen belly!" and my brain translates that as "Bonus action: Rage. 20' of movement. Attack action." If the player says "I rush over to the wounded woman, checking to see how bad it is and what might have done this!" my brain translates that as "Moved to "Beside Woman" Rank. Asking for a Medicine Check." with the implied loss of passive perception since she's engaged in Another Activity. I don't say that last part in my head, it's just part of my understanding of what goes along with being busy doing a medicine check.
 

Just how integral to the game is getting a surprise round in for some of ya'll?
About 30% of monsters in my game on average will attempt to surprise the PCs. As a player, I struggle to put a number on it, but if we have pass without trace (for example), we'll attempt a few times per adventuring day.
 

Just how integral to the game is getting a surprise round in for some of ya'll?
It's whatever makes the most sense for the story, and/or what I have in mind for the ecology of the area the party is adventuring in. I make an effort to include a fair mix of ambushing monsters in the world, but the players decide what regions (and hence what monsters) they tend to encounter based on the plot hooks they pursue.

As a player, it's heavily based on the group composition. If half of us are clomping noisy clods, it doesn't happen often outside of hanging back a bit and letting whoever is stealthy or most capable initiate combat. Which happens less often simply by virtue of being noticed by the enemy more often! If the party is considerably more stealthy on average, then we go for it as often as risk vs reward allows.

Which amounts to a big shrug. Probably unhelpful answers. :D
 

Just how integral to the game is getting a surprise round in for some of ya'll?
I don't know about getting them "in", but I can say getting surprise on an enemy is THE most powerful combat buff in the entire game, bar none.

If my party ambushes the BBEG and gets in a full round before they do, its game changing. Likewise, if my party is ambushed, the difficulty of the fight is MUCH harder than it would be if it was straight up.

Its all about action economy. Many 5e fights last ~3 rounds, so if you get a round "for free" its incredibly powerful.
 

Yes it is, yes they are, doesn't matter. Their ranks are however you want to orient yourself, much like Ender Wiggins. If you decide the exit is Front then it is, or you could decide the exit is Back, or accept that it doesn't have to have specific names and just have the ranks be Exit > Sarcophagus > Other Side Of Room. Don't get hung up on hyper specific details like the word "Travel" or the name "Front/Middle/Back" or the term "Group."

Once more, please show me, in the rules, where your "OneTrueWayism" that "there is always a marching order" is supported. You can play that way, but you will have to do better than this to prove that the rules require it all the time. I'll be waiting.

Yes, it's a totally standard play loop that fits just fine within the structure of the adventuring rules.

Adventuring is fine. Travelling is something else. Prove that adventurers are always travelling.

I deduce it with the sentence that says they don't get their passive perception when engaged in other activities.

And that deduction is supported by which sentence in the rules ? Because if it's, once again, the one that says "These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats.", it just proves the exact opposite, since it says , straight, that these character HAVE a passive Wisdom (Perception) score. Read it.
 

So, in the orc ambush example, you give characters two potential chances to avoid the danger of surprise? Once (as a group) while travelling and, failing that, then once again (as individuals) when combat starts?

That's what the rules say. The rules tell you, explicitly, that:
  • Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat.
That's a group check, since it mentions the group, and travelling is all about the group (averaging of speeds, etc.). And this is where, of course, the sentence about characters engaged in other activities not contributing to the group check, which is normal.

Note that, if the characters detect a hidden threat in advance (thanks to scouting and probably characters dedicated to that), they might actually avoid it. Or tell them to come out of hiding to discuss, etc.

However, once the combat start, the rules on travelling are again very precise, at the bottom of the paragraph, it says:
  • Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts.
It's totally separate from the above, it's the individual check on surprise that the combat rules mandate. And this is for absolutely everyone: "The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side."

See also the section on surprise in the SAC: "You can be surprised even if your companions aren’t, and you aren’t surprised if even one of your foes fails to catch you unawares."
 

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