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Clarification: Surprise Rounds
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<blockquote data-quote="LightPhoenix" data-source="post: 4971783" data-attributes="member: 115"><p>Correct. In fact, it's explicitly stated that if you can not act in the surprise round, you can not take <em>any</em> action. Furthermore, since you only get one action, you can't use any immediate actions on the actions you've used.</p><p></p><p>It would be pointless if you get turns in the surprise round, since you have to engage the enemy by the end of your turn. If you assume the surprise round is a turn, then you lose your challenge when your turn in the surprise round ends, since you can't take another action to engage.</p><p></p><p>Since the surprise round is not a turn, that line does not apply. The purpose of that line is to set a limit for how many times you can use it per turn. It doesn't apply to the surprise round, since it's not a turn.</p><p></p><p>I would allow it even if that turns out not to be the case, under the clause of "not screwing the players." Besides, I think it's a cool visual for the Paladin to burst into a room in surprise and throw down.</p><p></p><p></p><p></p><p>At no point does the book ever use the term "turn" with the surprise round. The book even specifically separates the two in the description of combat. Just because similar language is used does not mean they are the same. For one, you can't have the "surprised" status any time other than the surprise round, which already makes it different.</p><p></p><p>Those sections do not apply. Page 266 clearly delineates between normal rounds in which you get turns, and all the baggage that comes with them, and the surprise round in which you get a single action.</p><p></p><p>I know you have rules ninjas poised to strike me down. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I agree, it's important to be consistent, however the DM chooses to rule it.</p><p></p><p>That's correct. <em>Acid Arrow</em> will do damage and apply the effect. Since ongoing damage happens at the start of the turn, you'll still get the damage against all of the enemies you hit. But you don't get to double-dip.</p><p></p><p>Been there, done that - DM ambushed us while we slept, guard failed Perception check, I went bloodied from four hits before I could even act (and was still prone). It sucks, but that's why surprise is such a good tactical strategy.</p><p></p><p>That doesn't feel weird to me at all. That seems like exactly what would happen in a tactical situation. Your Rogues/Rangers/Assassins should be investing in Stealth to get in close. If you don't, you hang back and charge in at the right moment.</p><p></p><p>That's an unfortunate consequence with any sort of immediate reaction/interrupt, not with the save/condition rules.</p><p></p><p>Your examples don't entirely make sense to me. You'll still get the ongoing damage from <em>Acid Arrow</em>, since they won't be able to save against it until it takes effect once. You'll still get the slow effect from <em>Sleep</em>, and you still get the chance to fall unconscious. You don't get penalized for using them in the surprise round. You just don't get to double dip.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 4971783, member: 115"] Correct. In fact, it's explicitly stated that if you can not act in the surprise round, you can not take [I]any[/I] action. Furthermore, since you only get one action, you can't use any immediate actions on the actions you've used. It would be pointless if you get turns in the surprise round, since you have to engage the enemy by the end of your turn. If you assume the surprise round is a turn, then you lose your challenge when your turn in the surprise round ends, since you can't take another action to engage. Since the surprise round is not a turn, that line does not apply. The purpose of that line is to set a limit for how many times you can use it per turn. It doesn't apply to the surprise round, since it's not a turn. I would allow it even if that turns out not to be the case, under the clause of "not screwing the players." Besides, I think it's a cool visual for the Paladin to burst into a room in surprise and throw down. At no point does the book ever use the term "turn" with the surprise round. The book even specifically separates the two in the description of combat. Just because similar language is used does not mean they are the same. For one, you can't have the "surprised" status any time other than the surprise round, which already makes it different. Those sections do not apply. Page 266 clearly delineates between normal rounds in which you get turns, and all the baggage that comes with them, and the surprise round in which you get a single action. I know you have rules ninjas poised to strike me down. :p I agree, it's important to be consistent, however the DM chooses to rule it. That's correct. [I]Acid Arrow[/I] will do damage and apply the effect. Since ongoing damage happens at the start of the turn, you'll still get the damage against all of the enemies you hit. But you don't get to double-dip. Been there, done that - DM ambushed us while we slept, guard failed Perception check, I went bloodied from four hits before I could even act (and was still prone). It sucks, but that's why surprise is such a good tactical strategy. That doesn't feel weird to me at all. That seems like exactly what would happen in a tactical situation. Your Rogues/Rangers/Assassins should be investing in Stealth to get in close. If you don't, you hang back and charge in at the right moment. That's an unfortunate consequence with any sort of immediate reaction/interrupt, not with the save/condition rules. Your examples don't entirely make sense to me. You'll still get the ongoing damage from [I]Acid Arrow[/I], since they won't be able to save against it until it takes effect once. You'll still get the slow effect from [I]Sleep[/I], and you still get the chance to fall unconscious. You don't get penalized for using them in the surprise round. You just don't get to double dip. [/QUOTE]
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