Difference between revisions of "Surprise (combat)"

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'''Surprise''' is a circumstance that might occur between parties at the moment of contacting one another, indicating the possibility that one or both parties might be taken aback by the unexpected occurrence. Combatants that are surprised are effectively [[Stun Lock|stunned]] and unable to take action until the surprise has passed. When a party "achieves surprise," it means that the party not surprised is in a position to take advantage of their surprised opponents.
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[[File:Surprise.jpg|right|490px|thumb]]
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'''Surprise''' is a circumstance that may occur when parties first come into contact, indicating that one or both may be taken unawares by the encounter. Combatants who are surprised are effectively [[Stun Lock|stunned]] and cannot act until the surprise has passed. When a party "achieves surprise," it means the opposing party is unable to respond while the unsurprised side is free to act.
  
When one party is surprised and the other is not, then surprise supplants the need to roll [[Initiative|initiative]]. When both parties are surprised, no one is able to take action immediately and initiative must be rolled to see which party recovers from surprise first.
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When one party is surprised and the other is not, surprise replaces the need to roll [[Initiative|initiative]]. When both parties are surprised, neither can act immediately, and initiative must be rolled to determine which party recovers first.
  
 
== Conditions ==
 
== Conditions ==
Surprise occurs when there is a legitimate chance for individuals to be taken unawares. This most commonly occurs when a party has not seen or heard others, and therefore has no foreknowledge of the other's presence. Being ambushed (particularly when the party feels safe), moving around a corner without carefully looking first, rushing through a door and the distraction of making or breaking camp; conversing with others so than enemies may approach unheard; being in a state of wearyness, drunkedness or sleep; and expecting one thing and getting another.
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Surprise occurs when there is a reasonable chance that individuals may be caught unawares. This most often happens when a party has neither seen nor heard another, and therefore has no foreknowledge of its presence. Typical situations include [[Ambush|ambush]], particularly when a party feels secure - turning a corner without care - rushing through a door - distraction while making or breaking [[Camp|camp]] - conversation that masks approaching enemies - states of weariness, drunkenness or sleep - and situations where expectations are contradicted.
  
In the case of the latter, surprise might occur when the party has determined the presence of orcs beyond a door. Feeling certain of this, they kick the door open only to find that the orcs include a large, unexpected ogre.  Naturally, this would be a time to roll surprise. On the other hand, if there were only orcs, then the party would not roll surprise upon kicking in the door though the orcs would.
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In the last case, a party may determine that orcs are present beyond a door and act on that assumption. If they break the door open and encounter not only orcs but also an unexpected ogre, surprise should be rolled. If only orcs are present, the party would not roll surprise for opening the door, though the orcs would.
  
 
== Rolling Surprise ==
 
== Rolling Surprise ==
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When surprise is possible, each affected party rolls a d6. The DM designates a random person to roll for the player character party, including NPCs, while the DM rolls for all others. Surprise occurs on a result of 1-2 in 6. Each roll applies to all individuals on that side, though individuals may modify the result in their favour.
  
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: '''For example''', if the player party rolls a 2, the party is surprised. However, if the [[Encounter|encounter]] occurs in the [[Wilderness|wilderness]], a [[Ranger (class)|ranger]] in the party is not surprised, as a ranger in that environment is surprised only on a 1. While the rest of the party cannot act, the ranger may roll initiative against an unsurprised enemy or act against a surprised one. [[Assassin (class)|Assassins]], [[Monk (class)|monks]] and [[Thief (class)|thieves]] also have circumstances that reduce their chance of being surprised.
  
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Some creatures, including [[Elf Race & Physiology|elves]], [[Lynx|lynx]] and rangers, [[Stealth (sage ability)|move so quietly]] that they are more likely to surprise others. This is expressed as "surprise on a 1-4," meaning that opponents rolling against such creatures are surprised on a result of 4 or less. This applies to all targets, though assassins, monks, rangers and thieves receive a +1 bonus to resist such surprise when applicable.
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[[Dexterity (ability stat)|Dexterity]] provides no bonus to surprise, unlike its effect on initiative.
  
Surprise is therefore rolled when there is a reasonable chance that one set of combatants or the other is likely to be surprised. Surprise is rolled on a d6. One player for the party is designated by the DM to roll a surprise die for the whole player party. The DM then rolls a surprise die for all combatants opposed to the party. The two dice are then compared.
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== On Guard ==
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'''[[On Guard (sage ability)|On guard]]''' is an ability that allows [[Fighter (class)|fighters]], [[Paladin (class)|paladins]] and rangers to remain aware of their surroundings, removing the need to roll surprise when encountering an enemy.
  
Surprise normally occurs when the die comes up a 1 or a 2. This is usually written as being surprised "2 in 6."
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In addition, any intelligent party that has strong reason to expect an attack and takes appropriate precautions should not be required to roll for surprise. The DM should apply judgement in these cases. A party cannot remain ready at all times, but when they are doing nothing else and are fully focused on readiness, surprise should not apply.
  
In some circumstances, however, an individual character may have a greater ability to avoid surprise than others. The Monk character, for example, reduces the chance of surprise with levels gained. Other characters, such as the ranger in the wilderness or the thief and assassin in an urban setting, may only be surprised on a 1 (depending on their abilities or the circumstances involved). The same is true of many creatures. Moreover, some creatures will surprise more often than usual, on a 3 in 6 or a 4 in 6, including elven or halfling characters that are acting alone. Finally, creatures with a sufficient dexterity receive a modifier to the die rolled (+1 for a 16 dexterity, +2 for a 17 dexterity and +3 for an 18 or better dexterity) or receives an adjustment from some other source (luck, spell, magic item, etc.). See the example under Initiative.
 
  
Comparing the dice can therefore be a complicated issue. Usually, however, the matter is settled when neither side rolls a sufficiently low number to be surprised. If it happens that either side is surprised, however, due to a lack of modifiers or because the creature faced has a high chance of causing surprise, then the surprised group of combatants are considered to be stunned for one round.
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See also,<br>
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[[Assassination (sage ability)]]<br>
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[[Backstabbing (sage study)]]<br>
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[[Combat|Combat]]
  
Note that if some members of either group of combatants have a sufficient adjustment to the die to indicate that they, personally, are notsurprised, then they are free to act in the next round, even if their companions are not. This means that they may be the only actual combatants free to attack - in which case, they would automatically win initiative, since everyone else is stunned.
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[[Category: Reviewed]]
 
 
It is possible for both sets of combatants (or all three sets of combatants, if the case arises) to be completely surprised, and for no one to be able to take any action. In that case, normal initiative would then be resolved to see which combatants attack first. Further, if individuals on opposing sides are not surprised while their companions on both sides are, then initiative would be rolled to resolve which of the unsurprised combatants would attack first.
 
 
 
STANDING GUARD: It must be understood that combatants who are standing guard or moving forward with a conscious awareness of potential threat are not required to roll surprise when encountering the enemy.
 
 
 
See Attacking in Combat
 

Latest revision as of 17:33, 14 April 2026

Surprise.jpg

Surprise is a circumstance that may occur when parties first come into contact, indicating that one or both may be taken unawares by the encounter. Combatants who are surprised are effectively stunned and cannot act until the surprise has passed. When a party "achieves surprise," it means the opposing party is unable to respond while the unsurprised side is free to act.

When one party is surprised and the other is not, surprise replaces the need to roll initiative. When both parties are surprised, neither can act immediately, and initiative must be rolled to determine which party recovers first.

Conditions

Surprise occurs when there is a reasonable chance that individuals may be caught unawares. This most often happens when a party has neither seen nor heard another, and therefore has no foreknowledge of its presence. Typical situations include ambush, particularly when a party feels secure - turning a corner without care - rushing through a door - distraction while making or breaking camp - conversation that masks approaching enemies - states of weariness, drunkenness or sleep - and situations where expectations are contradicted.

In the last case, a party may determine that orcs are present beyond a door and act on that assumption. If they break the door open and encounter not only orcs but also an unexpected ogre, surprise should be rolled. If only orcs are present, the party would not roll surprise for opening the door, though the orcs would.

Rolling Surprise

When surprise is possible, each affected party rolls a d6. The DM designates a random person to roll for the player character party, including NPCs, while the DM rolls for all others. Surprise occurs on a result of 1-2 in 6. Each roll applies to all individuals on that side, though individuals may modify the result in their favour.

For example, if the player party rolls a 2, the party is surprised. However, if the encounter occurs in the wilderness, a ranger in the party is not surprised, as a ranger in that environment is surprised only on a 1. While the rest of the party cannot act, the ranger may roll initiative against an unsurprised enemy or act against a surprised one. Assassins, monks and thieves also have circumstances that reduce their chance of being surprised.

Some creatures, including elves, lynx and rangers, move so quietly that they are more likely to surprise others. This is expressed as "surprise on a 1-4," meaning that opponents rolling against such creatures are surprised on a result of 4 or less. This applies to all targets, though assassins, monks, rangers and thieves receive a +1 bonus to resist such surprise when applicable. Dexterity provides no bonus to surprise, unlike its effect on initiative.

On Guard

On guard is an ability that allows fighters, paladins and rangers to remain aware of their surroundings, removing the need to roll surprise when encountering an enemy.

In addition, any intelligent party that has strong reason to expect an attack and takes appropriate precautions should not be required to roll for surprise. The DM should apply judgement in these cases. A party cannot remain ready at all times, but when they are doing nothing else and are fully focused on readiness, surprise should not apply.


See also,
Assassination (sage ability)
Backstabbing (sage study)
Combat