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How does Surprise work in 5e?
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<blockquote data-quote="Hriston" data-source="post: 6478607" data-attributes="member: 6787503"><p></p><p></p><p></p><p></p><p>It sure did! I think what's missing is some of the fluffy descriptions of the mechanics those older editions had. The 1e DMG devoted an entire page (pp. 61-62) to surprise. I know this isn't about recreating the surprise rules of editions past, but I think it can be instructive to delve into the sources to inform our understanding of the original purpose and intent of some of these rules. Here's the part where Gygax describes what surprise actually is:</p><p></p><p><em>"When one side or another is surprised, this general term can represent a number of possible circumstances. In the first place it simply represents actual surprise - that is, the opponent was unprepared for the appearance/attack. The reason for this could be eating, sleeping, waste elimination, attention elsewhere, no weapon ready, etc. While each possible cause of surprise could be detailed, with a matrix and factors of time for recovery from the condition calculated to a nicety, the overall result would not materially add to the game - in fact, the undue complication would detract from the smooth flow of play.</em></p><p><em></em></p><p><em>The second factor represented in surprise is morale. What is the effect of being taken unaware and/or unprepared upon the surprised party? Reactions are not only hampered by circumstances of a physical nature. Panic or fear reactions to the situation take their toll. Again, this is all subsumed in the single surprise roll determination for each side, and in the simple set of rules governing what transpires when one or the other is surprised. </em></p><p><em></em></p><p><em>Finally, the surprising group must be able to assess the situation and act upon it, so surprise doesn't mean that the party with the advantage has automatically achieved victory and triumph. What is gained is the opportunity to act as is seen best in the circumstances - be it to flee the encounter, get the "drop" on the surprised, or to attack with spells, missiles, or blows. Of course, the other side is then forced to react to whatever the surprising side has chosen to do." </em></p><p></p><p>So, he breaks surprise down into three different, possible types. The first is what most are assuming is meant by surprise; you're circumstantially not ready for a fight, i.e. "plain old surprise."</p><p></p><p>The morale factor is a bit more wargamey and, I think, is causing some of the discomfort people might be having with this rule. It temporarily takes control of the character away from the player, akin to a charm effect, leading some to see surprise as something almost magical, i.e. <em>not</em> plain old surprise.</p><p></p><p>The third category is probably the most relevant to this discussion because it deals with the deficit of foresight and short-term planning that those who<em> are </em>surprised have relative to those who<em> have </em>surprise.</p><p></p><p>Anyway, just thought I'd remind everyone where this stuff actually comes from, not that this information isn't readily available.</p></blockquote><p></p>
[QUOTE="Hriston, post: 6478607, member: 6787503"] [I][/I] It sure did! I think what's missing is some of the fluffy descriptions of the mechanics those older editions had. The 1e DMG devoted an entire page (pp. 61-62) to surprise. I know this isn't about recreating the surprise rules of editions past, but I think it can be instructive to delve into the sources to inform our understanding of the original purpose and intent of some of these rules. Here's the part where Gygax describes what surprise actually is: [I]"When one side or another is surprised, this general term can represent a number of possible circumstances. In the first place it simply represents actual surprise - that is, the opponent was unprepared for the appearance/attack. The reason for this could be eating, sleeping, waste elimination, attention elsewhere, no weapon ready, etc. While each possible cause of surprise could be detailed, with a matrix and factors of time for recovery from the condition calculated to a nicety, the overall result would not materially add to the game - in fact, the undue complication would detract from the smooth flow of play. The second factor represented in surprise is morale. What is the effect of being taken unaware and/or unprepared upon the surprised party? Reactions are not only hampered by circumstances of a physical nature. Panic or fear reactions to the situation take their toll. Again, this is all subsumed in the single surprise roll determination for each side, and in the simple set of rules governing what transpires when one or the other is surprised. Finally, the surprising group must be able to assess the situation and act upon it, so surprise doesn't mean that the party with the advantage has automatically achieved victory and triumph. What is gained is the opportunity to act as is seen best in the circumstances - be it to flee the encounter, get the "drop" on the surprised, or to attack with spells, missiles, or blows. Of course, the other side is then forced to react to whatever the surprising side has chosen to do." [/I] So, he breaks surprise down into three different, possible types. The first is what most are assuming is meant by surprise; you're circumstantially not ready for a fight, i.e. "plain old surprise." The morale factor is a bit more wargamey and, I think, is causing some of the discomfort people might be having with this rule. It temporarily takes control of the character away from the player, akin to a charm effect, leading some to see surprise as something almost magical, i.e. [I]not[/I] plain old surprise. The third category is probably the most relevant to this discussion because it deals with the deficit of foresight and short-term planning that those who[I] are [/I]surprised have relative to those who[I] have [/I]surprise. Anyway, just thought I'd remind everyone where this stuff actually comes from, not that this information isn't readily available. [/QUOTE]
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