05-28-2020, 02:10 PM | #11 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Total- and Partial Surprise (B393), who uses it?
Pretty much what others have said. There's no specific rule but when Danger Sense triggers, most PCs will say something like, "Look alive everyone!" So the party is now somewhat on guard instead of totally unaware. Total surprise is pretty much limited to times when the party is relaxed and Danger Sense specifies enough time to react. So, it's enough time for the party to at least change posture unless there are extenuating circumstances.
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05-28-2020, 02:42 PM | #12 | ||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Total- and Partial Surprise (B393), who uses it?
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Surprise isn't the state of not knowing something has just started to happen; it's the state of knowing that's happening but not being able to react to it. Quote:
But Danger Sense will not prevent characters with Combat Reflexes from experiencing partial surprise. In fact, Danger Sense will give no surprise benefit to characters with Combat Reflexes because those characters never experience total surprise — they always react as well as someone who was expecting trouble. |
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05-29-2020, 05:51 AM | #13 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Total- and Partial Surprise (B393), who uses it?
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Surely someone with Danger Sense should never be surprised (on a successful Per roll), since they have time to react before trouble starts! Whether they can warn companions in time so that those companions get the full benefits is an open question (DF16 seems to imply the answer is no). |
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05-29-2020, 06:40 AM | #14 | |||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Total- and Partial Surprise (B393), who uses it?
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To reiterate: even characters with Combat Reflexes and Danger Sense can be surprised. The rules simply deal with how quickly such a character can react to the surprise. Quote:
If a character with Danger Sense DOES get a critical success on the Perception roll... "The GM is responsible for determining when the attackers have achieved surprise." Quote:
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05-29-2020, 06:53 AM | #15 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Total- and Partial Surprise (B393), who uses it?
My general interpretation of Danger Sense is that it's quite personal and in the case of ambushes also quite immediate. Thus if your Danger Sense goes off because a bunch of bad guys are about to mow you down with AKs from a concealed position (and nobody noticed them before they opened fire), all it does it give you an active defence, with or without penalty for stunning depending on the surprise check. Everyone lacking Danger Sense won't get that Dodge vs the initial attack because they had no idea it's coming.
Now, if the incoming attack was a mortar shell, taking a second or two to land from the point where it could've been detected, and everyone just missed their hearing check, the guy with Danger Sense will have time to yell "Watch out!" and I'd give everyone a chance to make that last second dive for cover. If he got a critical success and thus had some idea what was coming he could yell "Incoming!" and everyone would have time to move and dive into the best available cover. Obviously having Combat Reflexes so you don't freeze when your Danger Sense pings or your friends shouts a warning is a great help. What I'm trying for is making Danger Sense worth buying even if someone else has it, and not just as a backup. I feel that advantages should benefit the character that paid for them first and foremost, and the rest of the party secondarily and primarily through the benefit they bring to their owner. As for DF16, I've found it a really useful summation and clarification of the rules for camping and outdoors/wilderness adventuring with a cinematic slant, just as I've found After the End 2 - Exploits handy for investigating and looting ruins in all settings and TLs, as long as they're somewhat cinematic. EDIT: And in case Dr. Kromm (and other authors) happen to be reading this, and because some people don't and have said so loudly, I really like the light-hearted and slightly joking voice used in writing the DF series. I think it suits the subject matter perfectly, and I say that as someone who loves a Traditional wilderness and dungeon romp.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 05-29-2020 at 06:59 AM. |
05-29-2020, 07:09 AM | #16 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Total- and Partial Surprise (B393), who uses it?
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And the partial surprise rules appear to be designed to determine which side surprises the other. (For example, the final sentence is "If the initiative roll is a tie, no one is surprised.") If I were a PC with Danger Sense, I would be pretty disappointed if the GM told me: "your Danger Sense told you there was trouble, but you didn't know what nature that trouble would take since you didn't critically succeed, so you're still mentally stunned just like everyone else." Why did I buy Danger Sense exactly? If it's supposed to warn me of trouble in time for me to act, shouldn't I be able to...you know...act? Rather than standing there doing nothing while me and my buddies get shot? To me, "surprise" is synonymous with "unexpected." Part of what bothers me about the surprise rules is they seem to be using the word in a different way. (When you're "expecting trouble," and trouble then rears its ugly head, that does not constitute what my dictionary would term a "surprise.") If the GM determines when surprise has occurred, but surprise can occur even when danger is expected, then it sounds like the GM should either always use surprise or never (and I don't much like either option). I wasn't citing DF16 as the authority on the Basic set, but I was looking for a more detailed approach that would shed light on what Basic was talking about in the first place. And since DF16 uses Per rolls to assess whether surprise occurs, that's seems reasonable to me. In my games, surprise is rare, because if the PCs are in an area they know to be dangerous (like a monster-filled dungeon), then I just can't fathom how a monster appearing could be a surprise. I use the rules in DF16 (since I find them intelligible) whenever the PCs are traveling across the wilderness (or in a city, etc.), or anytime the general level of danger is unknown and the travel time is long enough that the PCs couldn't plausibly be on "high alert" the entire time. This works fine for non-DF games as well. |
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05-29-2020, 08:46 AM | #17 | ||||||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Total- and Partial Surprise (B393), who uses it?
Sure. Because the circumstances in which surprise might occur are many and varied. Rather than a complex set of rules trying to classify all the ways in which one might be surprised and the factors modifying it, it's far simpler for the GM to apply common sense and just recognize when something is meant to be a surprise.
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You bought Danger Sense so that when you're asleep the GM would roll Perception for you and tell you "There's some danger about to happen," and when the attack comes you're only partially surprised. Danger Sense is not an immunity to surprises. Quote:
"Total surprise" is what happens when you weren't expecting trouble and don't have Combat Reflexes and an attack comes suddenly. "Partial surprise" is what happens when you are expecting trouble or have Combat Reflexes and an attack comes suddenly. There is no surprise if you can anticipate the attack beforehand, not just as a general sense of impending trouble, but with specific knowledge of the attack. Quote:
Situation 1: The party is moving through a ravine. They know there's an enemy in the area, but they don't know where. They're expecting trouble. The enemy suddenly attacks from the top of the ravine. The party has partial surprise. Situation 2: The party is about to enter a ravine. They know there's an enemy in the area, but they don't know where. They're expecting trouble. The party scout decides to climb up the side of the ravine first to check for enemies. He spots a gleam from a shiny helmet and suspects an ambush. He returns to the party and reports. The party begins to move through the ravine, expecting an ambush. When the ambush begins, the GM decides it is not a surprise. Quote:
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When you watch a horror movie, and you see the protagonist scared by something and backing up, you KNOW there's going to be a jump-scare just behind them, but you jump anyway when it happens. |
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05-29-2020, 11:32 AM | #18 |
Join Date: Sep 2018
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Re: Total- and Partial Surprise (B393), who uses it?
I also don't use surprise rules as written much. For one I think the Total Surprise rules are way over the top. For another my combats in my games just very rarely happen the way they're laid out in surprise rules.
I'd say 90% of combats involve two or more parties engaged in a conversation in plain view of one another about 10-15 yards apart. Nobody is unaware of the danger. The rest are ambushes with clear total surprise. Recently I had a player who wanted to quickdraw and shoot an enemy who had a gun trained on them. I reasoned that the captor believed they were safe from the person they had gun on so I gave him essentially a Fear Check to govern his reaction to them suddenly pulling a concealed pistol to avoid being stunned per partial surprise. I've had people throw a punch in the middle of a calm social exchange to start a combat. I've run this as partial surprise for everyone other than the PC throwing the punch. |
05-29-2020, 12:03 PM | #19 | |||||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Total- and Partial Surprise (B393), who uses it?
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In the ravine example, what if I don't know the enemies' exact location (as in your situation #1), but I know based on knowledge of the local geography that there's only one reasonable place for an ambush? Is it considered surprise if the ambush indeed occurs exactly where I suspected it would? What if there are two such locations, so I approach them both with extreme caution, fully expecting the enemy to jump out each time? I think my problem has to do with the fact that it's an RPG. I don't want anything to depend on whether the player describes his own character as being on high alert for the enemy, expecting a specific danger in a specific place, etc., because it would quickly get boring as PCs are incentivized to constantly invent hypothetical dangers so that they can later claim their character had anticipated the specific type of danger and therefore is not surprised. I would rather have some standard of whether an event was surprising to the PC--CR may come into it, as would DS perhaps, as would skills like Area Knowledge (to know the best local ambush spots), Hidden Lore (to know that trolls like to hide under bridges like this one), Strategy (to know the enemy forces' ambush procedures), etc. And none of this has anything to do with rolling 1d and adding bonuses based on the attributes of the leader, which to me sounds appropriate for a military engagement in which everyone is following a certain standard procedure but not for a typical group of adventurers with a myriad of skills and advantages that would seem relevant to the situation. Quote:
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05-29-2020, 12:40 PM | #20 | |||||||||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Total- and Partial Surprise (B393), who uses it?
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"The GM decides" is the ONLY definition of when surprise — a sudden attack being unperceived — occurs in the rules. Quote:
Someone with Combat Reflexes is immune to total surprise. Someone with Danger Sense is immune to total surprise only if they make a Perception roll and the GM agrees that the danger they perceive is relevant to the pending surprise. But you're right: someone who succeeds at a Danger Sense Perception roll doesn't need Combat Reflexes to avoid total surprise. But they DO want Combat Reflexes for the bonuses to initiative during partial surprise. Quote:
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But unless you can accurately tell me what it is you're guarding against, BEFORE IT HAPPENS, I'm not going to be convinced. And if you actually try to guard against EVERYTHING, then as GM I'd be very motivated to label you the Boy Who Cried Wolf, and let you be surprised anyway. If this is about policing players who are trying to abuse the system, I can't think of a better defense than putting it in the hands of the GM. Quote:
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