• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Unarmored Defense and Surprise


log in or register to remove this ad

I don't understand your post.

Immune to what mechanic? Auto-hits from sneak attacks? And what favor? The mechanic applies to one and all.

How is requiring the DEX component to add to AC be predicated upon one's awareness of the attack? It's simply the flat-footed condition from earlier editions of the game.
Which is already represented by advantage from the being unseen.
 

And so a purpose would have been fulfilled....
Yes, a bad DM would be no more, for he wouldn't have a table to DM.

Nothing against you personally, but any DM who treats the prospect of their table walking out on them as a job done is a bad DM.
 
Last edited:

If a player can't take a fair lump now and again then he or she should return to watching My Little Pony and wondering about the magic of friendship. Better for all concerned.


We expect and require our posters to show each other a modicum of respect. Belittling and denigrating them for having a different opinion or approach to games isn't acceptable. On these boards, treat people well, please.
 

Seven pages of:
- "Don't do this, will unbalance the game for few players, don't add nothing and will remove some fun from them."
-"I don't care with your opinion, I will do anyway!" "I don't know why I post that"

boy I love enworld

Barbarian and Monk aren't the most optimized classes to get that nerf, and that nerf don't make sense. If you don't add unarmored defense bonus in that case, remove the dexterity modifier too, because if the guy was surprised, he can't move too.

Instead of make that game worse for your players, why you don't use your imagination to see unarmored defense making sense in a surprise round?
 

I don't understand your post.

Immune to what mechanic? Auto-hits from sneak attacks? And what favor? The mechanic applies to one and all.

How is requiring the DEX component to add to AC be predicated upon one's awareness of the attack? It's simply the flat-footed condition from earlier editions of the game.

I think it is your understanding of what you propose that is lacking, and it shows in this statement.

The Barbarian who cannot (after levelling) be surprised now enjoys a class feature that negates TWO penalties they would otherwise suffer during a surprise round - their attacker having advantage and them losing AC due to your houserule. The Rogue would not only get advantage for landing their opening sneak attack, they'd get an easier target to hit, making everything but a very bad role a sure-fire way of doing more damage than the other party members - and of course with your homebrew version of 'super-surprise' the ability to 'double dip' into proficiency in stealth becomes a 1st round damage amplifier no--brainier, which gets even more potent if the subclass chosen is assassin...

... meanwhile the other classes (in the main) gain and lose in equal measure.

So, as I said - it's class bias.

If you don't see that at this stage then there would seem little reason to re-iterate it, so I'll just leave this here.
 

I think the big mistake is the logic of surprise as paralysis. PCs are highly tuned fighting machines, and when they are moving through a hostile world, they are constantly wary and looking all around themselves. "Puckered up", as they say. Surprise is just they already decided what to do with their turn on that round, not because they thought they were getting home at night and weren't expecting there friends to be throwing a surprise party for them.
 

I think the big mistake is the logic of surprise as paralysis. PCs are highly tuned fighting machines, and when they are moving through a hostile world, they are constantly wary and looking all around themselves. "Puckered up", as they say. Surprise is just they already decided what to do with their turn on that round, not because they thought they were getting home at night and weren't expecting there friends to be throwing a surprise party for them.

From the perspective of an ex member of the army, I can tell you that anyone can be surprised, anyone. Some are much better at reacting and others in certain circumstances may be better trained and or have better mental faculties to deal with it, but non one is immune in RL. In a situation where you are expecting trouble, then it is easier to react fast. But you always need mental alertness downtime or you burn out, and it is times when you think the threat is well and truly gone that even the most capable can be caught flat out and pants down.
 

I'm sorry, but are you disagreeing with what I said? Was there any particular point I made that you disagreed with? My main point was surprise as paralysis, and in particular, when experienced and trained fighting people are moving through a hostile environment where they are going to be fully puckered. I agree they may not act immediately, but is an army ranger or a marine going to go full deer in the headlights paralyzed?
 

I'm sorry, but are you disagreeing with what I said? Was there any particular point I made that you disagreed with? My main point was surprise as paralysis, and in particular, when experienced and trained fighting people are moving through a hostile environment where they are going to be fully puckered. I agree they may not act immediately, but is an army ranger or a marine going to go full deer in the headlights paralyzed?

The most effective means of combating an ambush is through the immediate return of a high volume of fire by all weapons. This requires alertness, discipline, dynamic leadership, and rehearsed plans.(a) Regardless of the method of movement, all weapons should be positioned for immediate use. A well-executed ambush is hard to counteract. However, the effectiveness of an ambush can be reduced by the immediate return of fire. Enemy weapons may be silenced, thus creating weak points in the ambush position. Smoke and high-explosive (HE) grenades are effective in executing counterambush actions. They create confusion, provide a screen for movement, and disrupt the ambush plan.
(b) When all elements of a ranger force are not trapped within the ambush, the elements that are free to maneuver should initiate an immediate flank or rear assault against the ambush force. A flank assault permits better coordination with personnel in the ambush. Supporting fires are provided by those weapons that cannot be hand carried and fired in the assault.
 

Into the Woods

Remove ads

Top