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#21 |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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I don't follow. If it's possible to have partial surprise, the rules seem pretty clear - it's a 1d roll, with modifiers as listed under Partial Surprise. I use this at least once a session, so I'm not seeing where it doesn't cover the "how."
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#22 | |
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Join Date: Oct 2009
Location: Denmark
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#23 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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I mean it doesn't say what you can do to get surprise. Do you make a Stealth roll? A Tactics roll? Just say you want to?
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#24 | ||
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Join Date: Jun 2011
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The second quote does resolve the problem but in a strange way, ie GM says "OK you guys have ambushed them really well roll 1d initiative + 100 to make sure you achieve partial surprise on them", seems no roll should be necessary or called for. Thanks this resolves the issue perfectly (TS pg.21) Quote:
Last edited by Grey_Fox; 01-01-2014 at 06:33 PM. |
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#25 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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When you achieve or deal with total surprise is up to the GM. When you roll for partial surprise is also up to the GM. So it stands to reason that if you want either, you need to do something the GM determines would let you achieve that. Stealth would work in a lot of cases. Tactics in others. Acting for the old "walk up casually" bit. Influence skills in others, if you're trying to lull someone into a false sense of security. Invisibility/Mage-Stealth/No-Smell is a great way to do it. Some of these might be opposed rolls, some of them might not be, depending on the circumstances. It's really too broad to nail down into a single roll, or even set of guidelines beyond a GM's judgment call. Once it comes down to knowing one or both sides can be surprised, you roll that d6 with modifiers. Maybe I'm being too flip, but this is something that's never come up as a problem or question in my games. I just determine when it does or might occur based on circumstances and then roll or not roll as it matters.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#26 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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I'm saying that it says you only need to make that roll if there is a chance the other guys might not be surprised after all. Here is an example of that, based on my original explanation: Ambushers have a leader with Combat Reflexes (+1), and Tactics 20+ (+2). The ambushed guys have a leader with CR but no significant Tactics (+1). The GM figures there is a small chance the ambushed guys might react fast enough to use normal combat order and not lose any turns. So he gives the ambushers a +3. They roll 1d+6 against 1d+1. Best possible result is a tie at 7, but most likely the ambushed guys go after Partial Surprise. Of course, that might be a bit too much for some folks - and for them the GM can just declare it works. For others, it might be too coarse, and TS as you quoted has additional rules for that specific case.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#27 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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