D&D 5E (2024) How do you handle surprised but won initiative?

Too late. The declared action has to already be happening, as you can't react to something that doesn't exist yet.
If rounds are simultaneous, then yes you can react to things as they are happening. If I'm moving towards the guy on the left, but the guy on the right starts moving towards the party wizard, I can alter my course to intercept. Or maybe throw the axe in my hand at him if I can't reach him. It's only if rounds are consecutive and not at all simultaneous that you can't react, because it hasn't happened yet.
 

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The only problem with that is I had no idea he was there, so I wasn't ready at all. It's not like I walked down that area behind the buildings with the idea that if anyone jumped out at me I was going to punch them in the face, and then my buddy set off the ready action trigger. :P
You jsut punched him. Without thinking (I hope so). So it was just a reaction you took.
The best way to handle it with D&D rules would be using the readied action "attack anyone that comes into range".
 

Why on earth would a group of PCs with any sense of self-preservation want to make a combat the least bit more challenging (i.e. dangerous) than they have to?

"Hey, I know, let's walk out of our hiding place and challenge those 20 Orcs to a fair fight! I mean, sure, they could easily kill two of us in the process, but that'd be way more fun than shooting most of them down from here and not taking a scratch, right?" Players who run PCs who think like that really do deserve to have those PCs die. Over and over again, if necessary.

Co-operative storytelling means you're co-operating to tell a story, but says nothing about what that story might consist of.

Yes, but that game is simulating what, in terms of the characters' reality?

Combat as war, where blood flows, survival is job one, and characters (and opponents) die in messy fashion?

Or combat as sport, where dramatic poses are struck, the foes die cleanly, and nobody else comes to any real harm?
I think that the reason that modern D&D doesn't tend to get into the above example is less about combat-as-war being less popular (although it is), and more about gaming-as-war being less popular.
People are playing more heroic characters, and adventures have become more about achieving a specific end rather than killing anyone in a specific uniform/of a specific race. D&D had its roots in wargaming, but attitudes have changed over the decades.

Thus the interest in wiping out 20 orcs before they can react has waned, since "They're orcs" is no longer a valid reason to kill them. If the party has the opportunity for a perfect ambush, it stands to reason that they could avoid contact completely. Or the characters may wish to actually talk to the orcs to find their intentions before deciding that they need to be killed. That won't stop them stacking the odds, but it precludes just murdering them before they are aware of the party.

To me, "cinematic" means what it says: the combat you see in a movie, whether it's Errol Flynn striking dashing poses during swordfights or a Marvel hero (any of 'em!) holding the "hero's landing" pose for a second or two or whatever.

And why does it work in conema but not in the game, you ask? Because in cinema you already know who's going to win, every time, which makes it inherently less entertaining and so they have to add extra entertainment to compensate; while in the game the outcome of any significant fight should never be nearly that certain and that uncertainty is itself the provider of entertainment.
There are other styles of film around, and even if the former are the only kind that you go to the cinema to watch, there is other media.
The Lord of the rings combat is often a bit too flashy, but some of the stuff like the Game of Thrones/Knight of the seven Kingdoms and similar is less so.

Now you can get less-cinematic combat in media, where things are set up so their opponents can't respond, and so the heroes are just killing their way through to show off how badass they are. But that form of set-piece combat is less common in modern D&D due to the above attitude change.

The post I was replying to when I first brought this up had as its main point somethng to the effect that trivialized combats aren't fun and so the game has moved to make it much harder to trivialize them, part of said movement being the softening of surprise benefits.

To me, this sounded like the game wants players to ignore tactical advantage and character self-preservation in favour of "cinematic" combats, which from the point of view of the characters themselves seems bag-o'-hammers dumb.

Not at all. If the PCs can set up a situation that's so one-sided that the combat's not even worth playing out (the point being made in the post I quoted) then so can the PCs' opponents. As the PCs losing a fight without it being played out wouldn't be good for the game, the flip side is that the so-called trivial combats that the PCs would normally win should (and IMO must) also be played out.

That, and I've on numerous occasions seen things go horribly wrong for parties even in the most trivial of combats. Dice can be stern masters sometimes.

The most famous example of this is the end combat in A3 Aerie of the Slave Lords, where the PCs are supposed to be captured in order to set up A4. The module takes it as a fait accompli that the PCs will lose and be captured.

When I ran A3 I ran this combat in full, and I'm glad I did; of a party of (I think) 8 characters, three or four escaped and fled while the rest got captured. From there, I ran it split-party for the rest of that adventure where half the party was operating outside the slavers' dungeon and the rest were operating inside it.

It's less likely in 5e than older editions, to be sure, but a trivial combat going sideways can still happen. A party of 8th-level characters vs lowly bandits can still get hammered if the PCs all roll 1s and the bandits hit 20s every time; and disallowing the chance for that to occur, no matter how remote that chance may be, IMO defeats the purpose of using dice in the first place.
There is always the potential for a lateral adjustment of the aggregate, but respect of the time of the people involved in the game is also a thing. Different DMs are going to draw the line in different places, but there is some point where a combat is so trivial, it is not worth wasting the half-hour or whatever of game time on.

Even if your neck is tingling and your spidey senses are on full alert, how can you effectively dodge something you don't see coming?
People have more than one sense.
People who often enter into dangerous situations where they rely on those senses can get very good at paying attention to them.
 

IMO - if the party is truly surprised, then the party doesn't get an initiative roll. Their first clue there is trouble is when the fireball goes off in their midst, the boulder lands on Fred, or arrows suddenly appear in everyone's back. Presumably, before this happens, the GM has made several rolls that indicate that everyone in the party failed their 'spidey sense' checks. After the initial round of bad stuff, then roll for initiative and proceed.

If the surprise is contested, i.e. someone in the party makes a spidey sense check, then have that person make an initiative check, put it in place with the attacking party's initiatives, and proceed. The rest of the party is still oblivious to the danger and gets no initiative check. The one that made the spidey sense check may still be too slow to react before bad stuff happens, or may get to react before the attackers. Luck of the roll. In this case, resolve the surprise round, then the rest of the party rolls initiatives and resolves the encounter.
 

You jsut punched him. Without thinking (I hope so). So it was just a reaction you took.
The best way to handle it with D&D rules would be using the readied action "attack anyone that comes into range".
I think the best way to handle it with D&D rules is through the narrative. The rules require you to set a perceivable trigger to react to when you ready an action. You have to know in advance what you are going to do and when. What I did was very much not that.

Going by the 5.5e rules, even at disadvantage I somehow beat my ambusher at initiative and attacked first. How do you explain that? Through the narrative.

DM: "Somehow you react fast enough to flash out with an attack and strike your attacker before you are even fully aware of what it is. Roll damage against the orc!"

That fits both the rules and the situation, where a readied action does not.
 

I think the best way to handle it with D&D rules is through the narrative. The rules require you to set a perceivable trigger to react to when you ready an action. You have to know in advance what you are going to do and when. What I did was very much not that.

Going by the 5.5e rules, even at disadvantage I somehow beat my ambusher at initiative and attacked first. How do you explain that? Through the narrative.

DM: "Somehow you react fast enough to flash out with an attack and strike your attacker before you are even fully aware of what it is. Roll damage against the orc!"

That fits both the rules and the situation, where a readied action does not.
Yes. I like that approach.
 

I have heard of DMs (I believe the Angry DM is most often attributed for this idea) saying "click" when a character does something to set off a trap. Each of the characters can then say one quick action that they would do, such as "duck", "jump back", etc. and if that action was the right guess and would avoid the trap, then bully for them.

I might use something similar (and possibly similar to what BigMac75 may be suggesting) if someone wins initiative while surprised. They hear a "rustle" or something, and maybe a direction of that sound. They then can ready an action to react when the ambusher acts ("swing at anything that comes within range", or "shoot an arrow at the first enemy I see", or "take my movement in the direction of the disturbance"). This would limit the choices, just as with any other readied action, but still possibly provide them with the opportunity to get a single attack off while the ambusher is acting.
 

I run it where the moment the ambusher decides to attack, that initiates the roll. There are plenty of class abilities that nullify the disadvantage of being surprised, so it seems unfair to grant the ambusher a "free" attack given this is a class ability (I'm talking about advantage on initiative rolls). Call it a sixth sense or whatever, but it really just means they suddenly become aware that something is trying to attack them. If the source is hidden, they can use their action to try to detect the source of danger (perception vs. stealth roll). Other options include running for cover while warning the party. Plenty of ways to narrate the quick reactions and keen senses of a character.
 

I think that the reason that modern D&D doesn't tend to get into the above example is less about combat-as-war being less popular (although it is), and more about gaming-as-war being less popular.
People are playing more heroic characters, and adventures have become more about achieving a specific end rather than killing anyone in a specific uniform/of a specific race. D&D had its roots in wargaming, but attitudes have changed over the decades.
IME adventures have almost always been about achieving a specific end, even if that end is merely to strip a site of anything worth more than a few pence.
Thus the interest in wiping out 20 orcs before they can react has waned, since "They're orcs" is no longer a valid reason to kill them. If the party has the opportunity for a perfect ambush, it stands to reason that they could avoid contact completely.
Sometimes, sure. Other times not so much e.g. when the Orcs hold and guard the only approach to the BBEG's lair.

That, and I'm more than fine with species having societal/cultural tendencies toward certain behaviors and-or
Or the characters may wish to actually talk to the orcs to find their intentions before deciding that they need to be killed. That won't stop them stacking the odds, but it precludes just murdering them before they are aware of the party.
One of the players in my game (who IRL is a total pacifist) is currently playing a violence-driven Barbarian-type character in whose eyes any problem can be solved by simple and repeated application of violence until the problem either goes away or dies. This character hates it when the in-character pacifist Nature Cleric wants to talk to the foes, as it inevitably means there'll be a peace treaty of some sort and thus, no violence. It's to the point where "peace treaty" has become a swear word to him.
There are other styles of film around, and even if the former are the only kind that you go to the cinema to watch, there is other media.
The Lord of the rings combat is often a bit too flashy, but some of the stuff like the Game of Thrones/Knight of the seven Kingdoms and similar is less so.
Even GoT combat gets a bit cinematic at times, but you're right - it's generally way better done than most.
Now you can get less-cinematic combat in media, where things are set up so their opponents can't respond, and so the heroes are just killing their way through to show off how badass they are. But that form of set-piece combat is less common in modern D&D due to the above attitude change.
What annoys me about the attitude change, at least to some extent, is that it carries the appearance of moving away from having the characters just do what they would do were they real people; which to me is the ultimate goal of role-playing.
There is always the potential for a lateral adjustment of the aggregate, but respect of the time of the people involved in the game is also a thing. Different DMs are going to draw the line in different places, but there is some point where a combat is so trivial, it is not worth wasting the half-hour or whatever of game time on.
The way I see it, the people involved are going to be spending that real-world time anyway, whether it's grinding through a few trivial combats or rockin' out against the BBEG. Some sessions they efficiently get through a lot of material, other sessions they inefficiently get close to nowhere, and a whole bunch of different factors determine this from one week to the next.
People have more than one sense.
People who often enter into dangerous situations where they rely on those senses can get very good at paying attention to them.
Of course; but if I walk into a dark room and sixth-sense a threat there I still have no way of knowing whether it's ahead of me, above me, behind me, or if it's going for my head or my knees or my hands, or whether it even exists at all. Which means that if I try to defend myself there's every bit as much chance I'll make my situation worse as make it better.

Thanks for the thoughtful reply, btw.
 
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I think the best way to handle it with D&D rules is through the narrative. The rules require you to set a perceivable trigger to react to when you ready an action. You have to know in advance what you are going to do and when. What I did was very much not that.

Going by the 5.5e rules, even at disadvantage I somehow beat my ambusher at initiative and attacked first. How do you explain that? Through the narrative.

DM: "Somehow you react fast enough to flash out with an attack and strike your attacker before you are even fully aware of what it is. Roll damage against the orc!"

That fits both the rules and the situation, where a readied action does not.
Is there a way to achieve the same result by bending the rules to suit the fiction rather than bending the fiction (as narrated) to suit the rules?
 

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