Surprise

The sound of heated guttural arguing and bullying can be heard approaching the party of adventurers. The characters who understand orcish recognise the language and can translate into the teasing of a smaller, skinnier orc and over their inability to catch even a rabbit. He'll forever be their poking stick to put down a rabbit burrow and chase those coneys out. They seem oblivious to anyone else that may be on the island. The adventurers take up hidden positions either side of the track, ready to ambush their victims. In silence they wait for the Orcs to be right in the middle of their trap, and in unison they pounce.
 

Dungeon Masters Guide extract (p61)

 
Determine if either or both parties are surprised.
 

House Rule

 
If players or NPCs/monsters are actively preparing for something to happen, the DM may judge automatic surprise is applied to the opposition, and then the roll will be 1d6 to see how many segments they are surprised for.   For random encounters or situations such as the players are casually walking down the dungeon corridor and a patrolling goblin party are casually walking down a corridor that intersects, then this will just be a roll for surprise.   Surprise is 1d6 for each group NOT individuals. In general 1 or 2 means the group is surprised, and we use this roll to decide how many segments the group are surprised. Yes, a 1 would suggest worse, but just go with the roll.   If creatures in the group are less surprised (have adjustment) than normal 1-2, then adjust for the whole group. ie a ranger in a party means group is only surprised on a 1. However, a group with a creature who causes surprise more than normal, ONLY gain this benefit (ie 1-3) if they are on their own.   Do NOT use d8 or d10 for surprise, it complicates it uncessarily.
 

Addict Combat Explanation

  Determine if either or both parties are surprised  
  1. Normally, a d6 is rolled for each party. A roll of 1 or 2 indicates surprise.
    1. Some individuals, notably rangers, are surprised less often — 1 in 6 (16 2/3%) less often, in the case of rangers. This benefit accrues to the entire party.
      Tenser the Arch-Mage and Otis the Ranger are travelling through the Gnarley Forest when a band of really stupid orcs attacks them. Our heroes have only a 1 in 6 chance to be surprised. Had Tenser been alone, he would have had the standard 2 in 6 chance of surprise.
    2. Some individuals, notably rangers, surprise others more often — 1 in 6 (16 2/3%) more often, in the case of rangers. This benefit, however, does not accrue to the entire party.
      After soundly thrashing the orcs, Tenser and Otis track them to their lair. They have only the standard 2 in 6 chance to surprise the orcs. Had Otis been by himself, he would have received his improved 3 in 6 chance to surprise them.
    3. Where either side uses a die other than d6 to determine surprise, convert to percentages (e.g., 1 in 8 equals 12 1/2%, 9 in 10 equals 90%, etc.).
      While Otis is investigating the orcs’ underground lair (alone), he spots a group of duergar. Normally, the duergar are only surprised on a 1 in 10 (10%). However, the ranger surprises others 1 in 6 (16 2/3%) more often than normal. There is a 26 2/3% (or 27%) chance that Otis will surprise the duergar.
  2. If neither party is surprised, proceed to step II.
  3. If either or both parties are surprised, use the result of that side’s d6 roll to determine for how long they are surprised.
    1. Each pip on the d6 equals one segment of inactivity due to surprise.
      The duergar surprise others 1 in 6 more often, so Tenser and Otis will be surprised on a roll of 1 or 2 on d6. They roll a 2 and thus will be surprised for two segments.
    2. In cases where percentages were used, divide the result of the d% roll by 16 2/3% (rounding all fractions up) to determine the number of segments lost.
      The duergar roll a 12 on d%, so they will be surprised for one segment.
    3. If only one side was surprised, then it would be inactive for the indicated number of segments.
    4. If both sides are surprised, subtract the lesser result from the greater to determine the net amount of segments lost to the more surprised side.
      Since Tenser and Otis are surprised for two segments, and the duergar are surprised for only one segment, the net result is one segment of action lost to Tenser and Otis.
    5. Characters with Dexterity reaction adjustments are individually surprised for more or less segments than the rest of their side, depending on the amount of the penalty or bonus.
      1. This only applies when the character’s side is already surprised. A reaction penalty does not create surprise in an unsurprised individual.
      2. Reaction bonuses do not apply to characters carrying more than “light gear” (12” base movement), although reaction penalties always do.
      Since Tenser has a 16 Dexterity, he can negate his one segment of surprise. Otis has a 17 Dexterity, which would normally offset two segments of surprise. However, on this trip, he is wearing non-magical chain mail (his chain mail +2 having been left in Nulb). This drops his movement rate to 9” and negates his reaction adjustment.
    6. A surprised character armed with a crossbow of speed can fire it in the 2nd segment of surprise, if he is surprised for more than one segment.
  4. During each segment of surprise, members of the non-surprised side can perform one of the following actions.
    1. Make a full round of melee attacks in one segment.
      For the one segment that he is surprised, any duergar near enough can make their full number of melee attacks against Oti
    2. Make a full round of missile attacks in one segment (or three times that rate if the missiles are ready).
      If, instead, the duergar have their light crossbows cocked and loaded, they can each fire three bolts at poor Otis. If the crossbows were not at the ready, they can still fire one bolt each.
    3. Take one segment of movement (1’ per 1” of movement rate).
      The duergar are wearing plate mail, and thus move at 6”. Several of them decide to advance, covering 6’ distance in the one segment of surprise.
    4. Cast a one-segment spell, or begin casting a longer spell.
      One of the duergar happens to be a cleric. He can cast a command spell at Otis in the one segment of surprise. If he chooses to cast hold person instead, the spell will go off four segments into the first full round of combat.
    5. Spend one segment performing any other action that can normally be completed in six seconds (e.g., drawing a weapon, drinking a potion, activating certain wands, etc.).
  5. An individual who, due to a reaction bonus, is surprised for fewer segments than the rest of his side can only perform actions D 3-5, above, during the segments that he is no longer surprised.
    For the one segment that Otis is surprised, Tenser (who is not) could choose to move up to 12’, or perhaps let loose a volley of magic missiles instead. He could also choose to get a head start on casting a longer spell, such as death spell, which would then take effect five segments into the first full round.
  6. Similarly, an individual who, due to a reaction bonus, is surprised for fewer segments than the rest of his side cannot be targeted by actions D 1-2, above, during the segments that he is no longer surprised
    Since Tenser is up and on his guard (i.e., not surprised), the duergar cannot target him with their missile or melee weapons. The cleric, however, could choose to cast command on him, instead of on Otis.
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