Wednesday, January 6, 2016

Initiative and Surprise


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?

5 comments:

  1. 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.

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  2. 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.

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  3. I guess it's easy enough to change if it doesn't work out.

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  4. Why do I keep double-commenting?

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  5. Also, cards are awesome for keeping track of initiative. We should just always do that and never use rolled initiative ever again IMHO.

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