Here are two different d6 rolls that happen in AD&D:
*The roll to open a stuck dungeon door.
*The roll to determine whether or not a person (or party) is surprised.
The first roll is made
when a player declares that their character is trying to force open a stuck door. At that point, in the fiction, the PC is standing at the door, about to try and force it open. We can imagine
the roll of the d6 correlating to
the character's attempt to shove or shoulder the door. As the dice comes to rest and we can read the result, so we know what happened in the fiction: either the door yielded to the shove/shoulder, or it did not.
The second roll is made
when the GM determines that an encounter has occurred. (And has not decided that the PCs cannot be surprised.) The time of making the roll
at the table correlates to that event at the table. But it does not correlate to anything in particular happening in the fiction
at that moment. In particular, suppose it turns out that the PCs are surprised. The reason
why they are surprised - eg they're looking the wrong way, or are distracted by sorting through their gear, or relieving themselves (Gygax identifies this as a possible cause of surprise in his DMG) - has already come about, in the fiction, at the time the die is rolled.
@clearstream (and others): this is one reason why I think the "New Simulationism Manifesto" sets out impossible principles. For instance,
All rules are abstractions of a larger, more complex fictional reality. They exist to ease complicated processes into something that can be more easily played with—and nothing more. . . .
When the dragon reaches 0 HP and dies, it does not die because it reached 0 HP: it dies because it has suffered so much damage it cannot endure further. Your game’s abstractions are representative, not authoritative.
The dragon example seems silly to me, given that it posits a model of
killing which is closer to
sanding down a piece of wood than
disrupting a biological system by drastic interference with its components. If I wanted to run a simulationist combat involving dragons, I would use RQ or RM or BW.
But setting that to one side, the dragon example does not involve a breakdown in time-sequence between
events of play and
events in the fiction.
But the AD&D surprise roll
does involve such a breakdown. Therefore it is a mechanic that is
ruled out by the manifesto. The reason that the PC is surprised
is because the surprise die came up 1 or 2. And then some fiction is retrofitted on to explain that. (Or not - I've played plenty of classic D&D where we did not bother to establish fiction to explain a
surprised result. Nothing in the working of the game will suffer from this laziness.)
The traditional reaction roll (found in various versions of classic D&D, in Classic Traveller, and maybe other RPGs as well) is, in these respects, the same as the surprise roll.
The 2014 5e D&D rules for surprise are no different, as best I can tell.
From DnD Beyond,
Surprise
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.
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. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
Why do the adventurers fail to notice the gelatinous cube? At the table, *because their passive WIS (Perception) score tells us so. And then, if we like, we have to make up some retroactive reason, about what the PCs were doing immediately before this moment, that explains why they didn't notice the cube.
I am not criticising these features of D&D. They're pretty unremarkable RPG mechanics. I'm simply pointing out that they don't conform to a dogmatic insistence that
resolution rules must model ingame processes.