Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Surprise Attacks
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="radmod" data-source="post: 5349223" data-attributes="member: 93008"><p>While I agree with Veg on much of what he wrote, here I have to disagree. Or rather I sort of have to disagree. </p><p>Whether we realize it or not, DMs allow actions outside of initiative all the time, so why not a readied action? I treat <strong>all </strong>situations as effectively combat rounds. As such any creature can ready an action at any time. As you indicated, the idea of aiming an arrow at a door is a readied action outside of initiative. One way to think of it is "on your initiative, you ready an arrow to fire at anyone coming through the door." Now the guy opening the door and walking through it is using his initiative to take the move actions. Bam, you fire as your ready action.</p><p></p><p>Consider spot/listen checks to begin encounters. New DMs often make the mistake of giving checks at the earliest opportunity and go from there. Invariably the players, even if they fail the checks, are alerted to something being up and begin taking metagame actions like drawing weapons. In reality, what one should be doing is adjusting the encounter set up based on the rolls. PCs roll badly? Then they're ambushed. PCs roll well? They see the ambush ahead of time.</p><p>So take the case of PCs rolling badly. The orc bowman were well aware of them for several rounds while the PCs walked into the ambush. What were the orcs doing all that time? Actions. They were using their surprise rounds to do things like draw their bows, aim, and ready.</p><p>Now reverse it. The PCs are well aware of the unaware orcs. What would you do? Well, you might go ahead and roll initiative <em>for the players</em>. Then according to order the players might do things like ready spells or weapons. Then every surprise round (since the orcs are unaware), the players might continue to ready or delay until someone initiates combat or the orcs become aware. </p><p></p><p>AFAIK, there's nothing in the rules that says you get one and only one surprise round. Quite frankly, if there is, I don't care, this is more reasonable and I've been doing it this way for a long time.</p><p>As veg and others pointed out, it's "how aware" is what's important.</p><p>So, let's look at the Greedo/Solo encounter from the perspective of the PC Bounty Hunter Greedo. He walks into a bar and spots Han (Han fails his spot check). Greedo, on his surprise round, decides to slip into a shadowy corner and draw a weapon. Seeing he has not been detected and not wanting to face both Han and Chewie, he takes a ready action to plug Han if he's detected (still in surprise rounds). Chewie leaves and Han still seems unaware. Knowing Jabba will pay more for Han alive, Greedo changes his readied action to intercept Han when he leaves. He intercepts Han and has the drop on him with a readied weapon. Now, at this point, both are aware and you can roll initiative. Even if Han wins, Greedo has a readied action and will automatically go first. Instead, each delays in order to talk things out (though Greedo's delay is actually a continuous ready action). However, on one of his initiative's Han decides to do a Sleight of Hand (or Bluff since he intentionally picks at the wall to distract Greedo). Greedo fails his Sense Motive and though he is 'aware' of Han, he is unaware that Han has drawn a weapon. So Han gets a surprise round, negating Greedo's readied action, and fires.</p><p></p><p></p><p>Like others, I would give some chance for the NPC to realize what was about to happen, such as a Sense Motive. Then initiative would be rolled.</p><p>BTW, this is why when I converse/parlay I'm always careful to draw weapons and point them at people as a readied action. (The way I do things you get a circumstance bonus on initiative.)</p><p></p><p></p><p>Now here you've actually got two different situations going on.</p><p>1) Normally, I give the PCs a chance to react. While I might just give them a Sense Motive or the like, usually I would do something like say "As he is speaking with you, he says 'let me show you something' and begins to reach in a bag." If no-one reacts, I give him surprise. My players learn quickly to question things: "Um, Sense Motive!" or "I draw my sword and tell him to be very careful!"</p><p>2) The players are being jerks so The DM Is Annoyed and Can Do Whatever He Wants Rule applies.</p><p>"Wait, shouldn't I get a Sense Motive or something?"</p><p>"Yep, you failed."</p><p>"But I didn't roll!"</p><p>"I rolled for you. You rolled low; he rolled high. Y'know, you should really pay attention more next time."</p><p></p><p>Really, though, most DMs just let the seriously bad guy do whatever they want as long as it doesn't really screw the PCs over. For example, in a game I've been in, we had a really big bad dude who literally was conjuring things out of nowhere, teleporting us around, and all kinds of stuff that isn't technically possible. Sure we asked for Will saves and Sense Motive checks, but we knew it didn't really matter. If it did, the DM would've given us a chance. If he didn't, then he could forget DMing us ever again.</p></blockquote><p></p>
[QUOTE="radmod, post: 5349223, member: 93008"] While I agree with Veg on much of what he wrote, here I have to disagree. Or rather I sort of have to disagree. Whether we realize it or not, DMs allow actions outside of initiative all the time, so why not a readied action? I treat [B]all [/B]situations as effectively combat rounds. As such any creature can ready an action at any time. As you indicated, the idea of aiming an arrow at a door is a readied action outside of initiative. One way to think of it is "on your initiative, you ready an arrow to fire at anyone coming through the door." Now the guy opening the door and walking through it is using his initiative to take the move actions. Bam, you fire as your ready action. Consider spot/listen checks to begin encounters. New DMs often make the mistake of giving checks at the earliest opportunity and go from there. Invariably the players, even if they fail the checks, are alerted to something being up and begin taking metagame actions like drawing weapons. In reality, what one should be doing is adjusting the encounter set up based on the rolls. PCs roll badly? Then they're ambushed. PCs roll well? They see the ambush ahead of time. So take the case of PCs rolling badly. The orc bowman were well aware of them for several rounds while the PCs walked into the ambush. What were the orcs doing all that time? Actions. They were using their surprise rounds to do things like draw their bows, aim, and ready. Now reverse it. The PCs are well aware of the unaware orcs. What would you do? Well, you might go ahead and roll initiative [I]for the players[/I]. Then according to order the players might do things like ready spells or weapons. Then every surprise round (since the orcs are unaware), the players might continue to ready or delay until someone initiates combat or the orcs become aware. AFAIK, there's nothing in the rules that says you get one and only one surprise round. Quite frankly, if there is, I don't care, this is more reasonable and I've been doing it this way for a long time. As veg and others pointed out, it's "how aware" is what's important. So, let's look at the Greedo/Solo encounter from the perspective of the PC Bounty Hunter Greedo. He walks into a bar and spots Han (Han fails his spot check). Greedo, on his surprise round, decides to slip into a shadowy corner and draw a weapon. Seeing he has not been detected and not wanting to face both Han and Chewie, he takes a ready action to plug Han if he's detected (still in surprise rounds). Chewie leaves and Han still seems unaware. Knowing Jabba will pay more for Han alive, Greedo changes his readied action to intercept Han when he leaves. He intercepts Han and has the drop on him with a readied weapon. Now, at this point, both are aware and you can roll initiative. Even if Han wins, Greedo has a readied action and will automatically go first. Instead, each delays in order to talk things out (though Greedo's delay is actually a continuous ready action). However, on one of his initiative's Han decides to do a Sleight of Hand (or Bluff since he intentionally picks at the wall to distract Greedo). Greedo fails his Sense Motive and though he is 'aware' of Han, he is unaware that Han has drawn a weapon. So Han gets a surprise round, negating Greedo's readied action, and fires. Like others, I would give some chance for the NPC to realize what was about to happen, such as a Sense Motive. Then initiative would be rolled. BTW, this is why when I converse/parlay I'm always careful to draw weapons and point them at people as a readied action. (The way I do things you get a circumstance bonus on initiative.) Now here you've actually got two different situations going on. 1) Normally, I give the PCs a chance to react. While I might just give them a Sense Motive or the like, usually I would do something like say "As he is speaking with you, he says 'let me show you something' and begins to reach in a bag." If no-one reacts, I give him surprise. My players learn quickly to question things: "Um, Sense Motive!" or "I draw my sword and tell him to be very careful!" 2) The players are being jerks so The DM Is Annoyed and Can Do Whatever He Wants Rule applies. "Wait, shouldn't I get a Sense Motive or something?" "Yep, you failed." "But I didn't roll!" "I rolled for you. You rolled low; he rolled high. Y'know, you should really pay attention more next time." Really, though, most DMs just let the seriously bad guy do whatever they want as long as it doesn't really screw the PCs over. For example, in a game I've been in, we had a really big bad dude who literally was conjuring things out of nowhere, teleporting us around, and all kinds of stuff that isn't technically possible. Sure we asked for Will saves and Sense Motive checks, but we knew it didn't really matter. If it did, the DM would've given us a chance. If he didn't, then he could forget DMing us ever again. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Surprise Attacks
Top