A—SURPRISE:
When two
parties blunder into one another, a check for surprise must be made. Each side rolls 1d6, adding modifiers listed
below. If one side rolls 3 points or
more higher than the other, the lower rolling side is said to be surprised, the
winning side may take 1 round’s actions before initiative is checked. The non-surprised side is also considered
unspotted by the others and may take reasonable measures to avoid the encounter
instead of taking action.
Surprise Modifiers:
Party has a
Mystic or Halfling +1
Party is Stealthy +1 (no metal armor, moving carefully)
Party is Silent +3
(move silently, or silence spell, or elves/halflings no metal armor)
Party is
Invisible +3
(hide in shadows or invisibility magic)
Party is
waiting in ambush +2
Camp protected
by guard dogs +3
Party has
horses/mounts -2
Party is 10+ -2
Party is 20+ -4
If alone +Dex Bonus
If on watch/on
point + Wisdom
Bonus
Stalking
Predator Animal +2
Monster with
surprise bonus +2
B—Initiative
Each player and
group of similar monsters will be dealt a Playing Card at the start of the
round. Play will cycle through from
highest card to lowest card. Active
unit may hold action to a later point in the same round if desired, but if he
tries to interrupt an enemy action in mid-move there will be an opposed level
roll (each unit rolls 1d12+level, if interrupter scores higher, he interrupts enemy).
If a character
has 16-17 Dexterity he may draw 2 cards and use the better card. If a character has 18 Dexterity he may draw 3
cards and use the best of the three.
When someone
draws a Joker, he gains +2 to hit, damage, and saving throws for the round and
may act at any point in the round he wishes.
BIG QUESTION: is 3 points difference enough for Surprise, or should it be 4?
Three points seems right to me. Don't forget that both sides are rolling, so it could be as big as a 5-point swing based on that alone.
ReplyDeleteThree points seems right to me. Don't forget that both sides are rolling, so it could be as big as a 5-point swing based on that alone.
ReplyDeleteI guess it's easy enough to change if it doesn't work out.
ReplyDeleteWhy do I keep double-commenting?
ReplyDeleteAlso, cards are awesome for keeping track of initiative. We should just always do that and never use rolled initiative ever again IMHO.
ReplyDelete