Nail
First Post
I must admit it gives pause for thought.KarinsDad said:I like Plane Sailing's suggestion of pretending that you are starting in round two instead of round one for stand off situations.
I must admit it gives pause for thought.KarinsDad said:I like Plane Sailing's suggestion of pretending that you are starting in round two instead of round one for stand off situations.
The players CANNOT affect surprise. Surprise is determined by the DM - is one side of the potential combat aware of the other when the other is not? If players obtain surprise but never consider anything but attack when they have it - that isn't the rules, it's the players. The hard rules of combat do not dictate to the players that they SHOULDN'T ever roleplay an encounter if they start out with a tactical advantage by choosing dumb, brute force instead. The rules only confer the tactical advantage - the players are UTTERLY responsible for how they choose to use it.Jeff Wilder said:By the rules as I understand them, even if you're holding weapons on someone to threaten him, initiative is rolled when combat starts, and you've blown your chance at surprise.
Only you would know. You can lead a horse to water but you can't make him drink - but are you actually leading them to water or a dry well?I realize a lot of DMs house rule this, but I'm interested in RAW. Am I missing something that would encourage my players to pause and talk to the Bad Guys before slaughtering them?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.