Difference between revisions of "Surprise (combat)"
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| − | '''Surprise''' is a circumstance that | + | [[File:Surprise.jpg|right|490px|thumb]] |
| + | '''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, | + | 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 | + | 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 | + | 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 == | ||
| − | + | 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, the player party | + | : '''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. |
| − | Some | + | 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. |
| − | + | [[Dexterity (ability stat)|Dexterity]] provides no bonus to surprise, unlike its effect on initiative. | |
| − | [[Dexterity (ability stat)|Dexterity]] | ||
== On Guard == | == On Guard == | ||
| − | '''[[On Guard (sage ability)|On guard]]''' is an ability that allows [[Fighter (class)|fighters]], [[Paladin (class)|paladins]] and rangers to remain | + | '''[[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. |
| − | + | 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 | + | See also,<br> |
[[Assassination (sage ability)]]<br> | [[Assassination (sage ability)]]<br> | ||
[[Backstabbing (sage study)]]<br> | [[Backstabbing (sage study)]]<br> | ||
[[Combat|Combat]] | [[Combat|Combat]] | ||
| + | |||
| + | [[Category: Reviewed]] | ||
Latest revision as of 17:33, 14 April 2026
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
