I’ve already given some thoughts on the topic that can be found here:

I just recently got back to those rules with an eye collecting all the principles behind them for a master file to refer to when writing the rules for all three of my projects. I also want to get them finished and released soon, so they’re out of my head and in the wild where other people can freely use and abuse them and provide me with feedback.

One change I can report immediately is that I’ve dropped the use of “phase” when referring to surprise, and now think in terms of “beats.” I think it works better to think of that time passing in that fashion by removing the association with discrete measures of time. This first occured to me when working on the GG project and needing a good way to describe the progression of action in that project.

I’ve reorganized the Surprise rules to better focus them on “how to.” Peeling away the layer of description that provided the whys and wherefores has been slow, although I think it absolutely necessary. I have a pronounced tendency to explain the reasoning behind rules instead of offering “just the facts” and it’s something that I have to work hard to stymie.

The reorganization also helped clarify what I want surprise rules to do. The encounter system should shuffle some basic information about an encounter to the surprise sub-system — and this is key — to first check to see if a surprise situation is possible and/or desirable for the encounter. That’s something that I find missing from the traditional surprise rules, where the sub-system is assumed to be part of every encounter. It explains all those encounters in play where the parties are too far apart for it to make a difference.

The traditional rules also ignore differences in sensory abilities between the two, leaving that entirely, without guidance, to GMs. I’ve had players act surprised (!) when their PCs couldn’t surprise creatures that were able to smell the PCs well before the two groups got close enough for the PCs to notice the other. They’d never considered scent to be a factor because they’d never read it in the rules.

The first thing I’ve designed my surprise rules sub-system to do, then, is to determine whether surprise can even be a significant factor in an encounter. I’m not going to bother checking for surprise if it isn’t. Are the groups close enough to actually engage in some fashion when one notices the other (or they each notice the other)? That depends on sensory abilities and limits provided by terrain and weather and such, first, and then considerations of engagement and interaction based on the proximity, next. If the parties can’t launch missiles or spells and can’t close to bash each others’ heads, then surprise just isn’t something I care to add to the situation.

I’ve also wondered why the traditional rules want the encounter system to provide one distance for an encounter and then change that distance if one or the other is surprised. I want the encounter system to determine the distance based on sensory limits, then the surprise system can determine if surprise adds anything to the encounter based on that distance. When the nothing burger of both sides being surprised is tossed in at distances where no real engagement is possible anyway…well, that’s nonsense I want to step away from.

So the surprise rules should first check to make certain surprise is possible and would have a significant effect on an encounter. After that, then the details of surprise checks appear, with modifiers to the checks, how many beats of surprise result, and anything that could affect the number of beats for individuals.

I also think the lack of what surprise entails in terms of limitations on actions, for both the surprised and unsurprised, is a failing of the traditional rules. Does being surprised affect saving throws? A PC surprised by a dragon and getting toasted isn’t as likely to save as an unsurprised PC, I reckon, and this sort of thing is unaddressed in the traditional rules (thus relegated entirely to table rulings by default, as with so many other things). I want to provide some guidelines for what being surprised entails in more detail.

Same for being unsurprised and taking actions. What are the limits on movement — charging, sneaking, fleeing? How are attacks limited — in number and/or targeting? Casting spells, using items, loading missile weapons…how are the unsurprised beings limited? Expressly laying out some general rules helps GMs make rulings in the edge cases.

That rough draft is obviously obsolete now. I can say that the 2D6 check is still good. All other parts may have been revamped, though, as I’ve picked through it all and put it through its paces. I’ll offer the roll results again, for those who don’t want to click through to the other post.

* Roll of 2 or 3: surprised for three beats

* Roll of 4: surprised for two beats

* Roll of 5: surprised for one beat

* Roll of 6+: not surprised