Words from a grognard

Tag: #surprise

Design: Surprise, Redux

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

Design: Surprise

Surprise is one of the bits of system that didn’t hold up under scrutiny and is worthy of a post on its own, I think. There’s a whole lot of tinkering going on with how surprise operates, beginning with how it feels and including what purpose it serves in the system.

Let’s begin with a look at how it plays out in RAW. I’ve long wondered why groups get surprised one-third of the time upon encountering another group or monster. Reading through all of the OG materials has offered no reasoning to support that rate, so this appears to be one of the things that has been perpetuated simply because of tradition. I decided that I’m not down with that; one-third of the time is simply more than I can sustain disbelief for–it just doesn’t serve my fantasy to have competent adventurers getting flummoxed by running into beasties that often.

To that end, I’ve moved to lesser chances, closer to 25% of the time. If I recall correctly, the odds are about 27%, using the dice roll I’ve landed on. I’m using the 2D6 roll that I’ve pressed into service for some other purposes.

I’m also all for PCs being able to bump the odds in their favor, whether decreasing the chance of being surprised or increasing the chance of surprising others. How the players play should matter and this is but another way their choices matter mechanically and fictionally.

How long surprise lasts has also not survived its viewing under the microscope. The initial measure being provided by the die roll, with a surprise result of 1 or 2 resulting in a matching number of suprise segments was an elegant way to find out long surprise would last. Two segments of surprise are also referred to as “full surprise,” which illustrates that two segments was the longest surprise would last, originally. Then, with the accretion of further rules, notions such as creatures that could surprise more frequently changed how many segments could be notched in that fashion. Tossing in the use of dice of a larger size — D8 or D10 — for surprise checks in some situations, and figuring out how long surprise lasts becomes muddled.

As I don’t think more than three segments of surprise is reasonable — especially with a one minute round — I’ve capped surprise at that. The number of phases of surprise is also established by the dice roll for surprise.

What surprising combatants are able to do during each segment of surprise also got limited. The notion that each segment of surprise garnering a full series of attacks, without regard to the number of attacks entailed, got dropped, too. Two attacks are certainly possible, depending on circumstance; anything beyond that stretched my sensibilities past breaking. And certainly no launching multiple arrows each segment, so only one readied arrow per phase, with a phase required to ready one. I’m also considering an added bonus to having surprised the opponents when the first full round of action fires up, which returns a bit of the overwhelming advantage provided by surprise in the RAW.

This has also resulted in dropping references to segments in the surprise rules, in favor of referring to phases. This is with the understanding that I’m also dropping the use of the term “segment” entirely, at this point, because of its long association with being one-tenth of a round; rounds will be apportioned in fewer parts when the whole is reassembled (five phases per 20-second round).

The urge to allow for PC actions (player choices) to affect the odds of surprise also extends to how long surprise lasts, measured by how much activity the surprising party can do before the surprised can engage fully and player choices can quicken response when PCs are surprised. As above, the number of melee and missile attacks possible will be limited, what movement is allowed carefully meted out, and what casting or other magical work can get started and/or finished. A surprise situation, under this approach, may not happen as often, yet it provides a major advantage to one side when it does happen.

Ambush

An ambush provides a different experience of surprise. Only the party being ambushed can be surprised due to the ambushing party knowing full well when it will act. How the ambush is set up and executed will affect how much activity the ambushing side will get to do before the victims can respond. A well-planned and -executed ambush can provide a bit more time for salvos, too.

Sneak Attacks

A sneak attack is a form of ambush, just on a smaller scale, so to speak. Sneaking up behind a guard to take them out or firing a crossbow from the darkness into a sentry’s back rely on the at-least-momentary lack of awareness and engagement, as much as springing forth from hidden positions along a road when attacking a caravan does.

A Rough Draft of Surprise Rules

Surprise: Roll For doom

https://osrpgtalk.net/wp-content/uploads/2025/11/DA-Surprise-v-0.8.pdf

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