Planning for Surprise

Last Updated: 241010…251217

Let’s consider a party of adventurers exploring underground. They’re wearing metal armor (audible at 90′), carrying on a conversation, well-lit with continual light (6″ radius, brightness is “very great, being nearly as illuminating as full daylight”). They shove doors open. When the monsters know the party is coming, only the party can be surprised! For most encounters, 33% of the time they’re surprised for 1 or 2 segments.

Learning, the adventurers try to move quietly (at least as quietly as they can). They rely on the available lighting, lanterns (3″ radius), or the dim glow of magic weapons (10′-15′). Now they’re as likely to surprise as to be surprised. Their overall chance of being surprised drops to 25% (9 in 36). Additionally, the party surprises the monsters 25% of the time. They listen at doors (~10% chance, better if it’s a thief), occasionally not being subject to surprise themselves!

Then the party decides to use a scout at least 18″ (and 24″ is better) in advance—far enough ahead to warn the party before the party is within 9″ (when the party can be heard in metal armor). The scout, a dwarven thief attempting to move silently, sometimes increases the base chance of surprise to 3 in 6. When moving silently, he’s twice as likely to surprise as be surprised (14 in 36 vs 7 in 36)! With surprise, the dwarf can retreat to the party to warn them, or choose engage with surprise (with a back stab multiplier), given the party will (hopefully) arrive the next round when hearing sounds of combat.

Given the dwarf’s success, the party halfling thief asks to assume that role (it looks fun!). When not in metal armor and 9″ in advance, the halfing surprises 4 in 6 (as would an elven compatriot in that role). The halfling, now surprised only 14% of the time (5 in 36), but surprises monsters 53% (19 in 36) of the time.

  • Moving Silently increases the chance of surprise. If the player of the thief makes their Charisma roll, they might convince the DM that Move Silently (or invisibility) is additive to the elven and halfing base of 4 in 6, creating a 5 in 6 chance of surprise. Good luck with that.
  • A Dexterity of 16 would reduce the halfling’s segments of surprise by 1, then only affected by surprise < 1% (2 in 36) of the time for only 1 segment! If our thief has a Dexterity of 17 or 18, under these conditions he cannot be affected by a creature with a normal 2 in 6 chance of surprise, while able to act with surprise 53% (19 in 36) of the time.

Still, our halfling occasionally encounters creatures with a better than usual chance of surprise, and then they’re in trouble. So they are replaced by the party’s human ranger. The ranger has no restriction for metal armor, so typically a lower AC, higher overall damage, and more hit points. The ranger’s base chance of surprise is 3 in 6, but the ranger also reduces his chance of being surprised by 1 (typically to 1 in 6). For a normal encounter, the ranger will be surprised < 1% (3 in 36) of the time, yet surprise opponents 42% (15 in 36) of the time!

  • With a Dexterity of 16 or better, the ranger will never be affected by surprise in this scenario.

Some creatures surprise better than 2 in 6. When our ranger comes across a spider (chance of surprise 5 in 6, reduced to 4 in 6 against a ranger), odds are someone is going to be surprised! The ranger will be surprised 47% (17 in 36) of the time, while the spider will be surprised 25% (9 in 36) of the time.

  • Even with a Dexterity of 16, the ranger is still surprised 31% (11 in 36) of the time. The ranger requires a Dexterity of 17 to swing the odds in his favor (17% (6 in 36) of the time).

Not good enough odds requires the party to eventually search for a replacement ranger. The replacement ranger is an elf, surprising 4 in 6, but as a ranger also reduces the chance of being surprised. When encountering yet another spider there are even odds of surprise—28 of 36 encounters will have surprise of one sort or the other!

  • A Dexterity of 16 changes those odds to 31% (11 in 36) that the ranger will surprise the spider, yet still surprised 39% (14 in 36) by the spider. A Dexterity of 17 would reduce that to an only 14% (5 in 36) chance of being surprised, and an 18 makes that only < 1% (2 in 36)!

Pairing up our elven ranger with our halfling thief, their chances stay the same—now we have two on recon; the ranger’s reducing the likelihood of surprise applies to his companions as well.

There’s value in handing bracers of defense to those on recon (so no metal armor). As for a party of elves and halfings not in metal armor? They are also more likely to have a high Dexterity (as both races gain a +1 Dexterity bonus) and can range through a dungeon with impunity (surprising 53% (19 in 36) of the time), regularly surprising their opponents while being virtually unaffected in return.

With some intent, planning, and party composition, a party can greatly decrease the chances of being surprised (and increase their own chance), going so far as to be able to virtually eliminate the chances of being surprised.

Excel Spreadsheet for calculating surprise probabilities

Surprising Exceptions

Last Updated: 240216..251210

Surprise is elegant for creatures using d6—roll a single die to determine both if and how long the party is surprised, modifying the range on the d6 to determine both likelihood and duration. When encountering creatures that don’t use a d6 to determine surprise, surprise gets … complicated.  Here’s one way to resolve those contradictions.

By default, a 1-2 on a d6 determine surprise, with a duration of up to 2 segments (1 segment on a 1, and 2 segments on a 2) with a potential +1 bonus for being hidden as well as a +1 bonus for being silent.  If  the party is surprised only on 1 in d6, the overall chance and duration of surprise is reduced by 1, e.g., if something would normally surprise 4 in d6, the net result is they will be surprised only on 3 in d6 (DMG, p. 62) for 1-3 segments. You can solve separately for likelihood of surprise and duration of surprise; for this example, one can roll a d6 for surprise, and a d3 for duration— the same probability as rolling one die for to determine both surprise and duration. That can be a useful when determining the duration of surprise for creatures with a surprise range different than a d6.

Never/Always Surprised

Creatures that can never be surprised can be treated as surprised on 0 in 6, and then modified appropriately.  Any time the range of surprise for a group would be reduced to 0 (e.g. , a 0 in d6 chance), the die size is incremented instead (next 1 in d8, then 1 in d10, etc.). Blackmoor uses this for the monk (“At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10.”). The same applies in the other direction, if the chance of Surprise is increased to 1-6 in d6, converting the roll to 1-7 in d8, etc.

Determining Surprise Duration

Creatures with a non-d6 likelihood of surprise (e.g, “surprises 7 in 8”) don’t specify the potential duration of surprise, and fairly obviously the greenhag (with a potential 19 in 20 likelihood to surprise) shouldn’t have a potential 19 segments of surprise.

Examining the various monsters, in addition to “hidden” and “silent” other characteristics can increase or decrease surprise: creatures described as particularly silent, being particularly hidden, leaping, keen senses, ultravision, etc. Surprise duration therefore defaults to up to 2 segments, modified by:

  • +1 segment for silent opponent
  • +1 segment for hidden opponent
  • +1 or +2 segments for other extenuating circumstances (extra hidden, extra silent, leaping, etc.)
  • -1 segment if harder to surprise (ranger, alertness, vibrations, scent, keen hearing, etc.)
  • -1 segment for those “never surprised”

 

To determine the duration of surprise of a non-standard surprise roll (e.g., the greenhag’s surprises on 19 in 20), roll once to determine surprise. Then, independently, roll again to determine the duration using by the creature’s abilities (see Appendix A) to determine the potential duration. If there’s no modifier, the duration range is the default 2 segments—roll d2. If the duration range would be 3 segments, roll d3, etc., with a practical maximum of 5 segments (the longest normal duration of surprise on a d6).

For example, the piercer surprises 19 in 20, but the criterion for the piercer is “indistinguishable from stalactites”, a “hidden” result increasing the potential surprise range by 1m from 2 in 6 to 3 in 6, or 3 segments of potential surprise. Roll a d20 to determine if surprise exists, and a d3 to determine the duration.

Easy! All you need to know is WHY creatures are more likely to surprise (included in monster descriptions, See Appendix A). Whether it’s a percentage, or a different die (d8, d10), you can determine whether they’re surprised, and determine the duration depending on the conditions of surprise (hidden, invisible, etc.) listed.

Let’s look at a (if not the) problematic case—greenhag, surprising 5 in 6, but 19 in 20 when invisible:

Because of their coloration and the fact that they are 90% likely to be able to move silently and hide in foliage (even of the underwater sort), greenhags surprise 5 in 6 (19 in 20 if attacking from invisible state).

The greenhag has several things going for it: its coloration, its 90% ability to move silently and hide in foliage, and its ability to be invisible. So, presuming the greenhag made a 90% roll, the potential duration of a normal opponent’s surprise should be 5 segments: the base 2 segments, +1 segment for being hidden (in shadows and foliage), +1 segment for being silent, +1 segment for coloration (extenuating)—aligning with the defined non-invisible 5 in 6. In the case of the greenhag, invisibility increases its chance to surprise to 19 in 20, but the potential duration is still 5 in 6 (roll a d5 for potential duration of surprise).

Interactions

In the case where the party is surprised on 1 in d6, the overall chance and potential duration of surprise is reduced by 1. If the party is surprised only on 1 in 6, then if the other side would normally surprise 4 in d6, the net result is the party will be surprised only on 1-3 in d61. The potential duration or surprise decreases as well as the chance of surprise.

The Atomie is only surprised 1 in 10. So how do we adjust the atomie’s chance of being surprised (1 in 10) when confronted with a ranger? The ranger surprises on 3 in 6 (1 better than the default 2 in 6). The ranger increases the chance of surprise by 1, so the atomie can be surprised by a ranger on 2 in 10. That 10% increases is not mathematically accurate if you’re working under the assumption that the ranger’s 16.66% increased chance is true for all creatures, but the atomie is not a normal creature! Why, by default, assume that the ranger’s increased chance is 16.67%? It makes sense that the ranger is slightly less effective at surprising the hard-to-surprise atomie. If the atomie is surprised, the ranger also increases the potential duration by 1, so up to 2 segments (d2) of surprise.

Since an increased chance to surprise is always additive (typically +1 segment), you can readily adjust the chance to be surprised by adding 1 to the range, whether it’s d8, d12, or d20. If the chance to be surprised is in percentages, convert it to a standard die (10% is d10, etc.) to make the modification.

“Because of their highly acute senses, including infra- and ultravision, [greenhags] are surprised only 1 in 20.” Roll a d20. If the greenhag is surprised, it is surprised for 1 segment. If the greenhag’s opponent is invisible, the greenhag can be surprised for up to 2 segments (you can use 1 on d20 for 1 segment, and 2 on the d20 as 2 segments, or roll surprise separately).

Examples

A piercer surprises 95% of the time (19 on d20). Roll % for surprise. Surprise could last up to 3 segments (the standard 2 segments, +1 for being hidden (“indistinguishable from stalactites”).

The atomie surprises 90% of the time due to being “nimble and fast”. Normally they could surprise for up to 2 segments, plus 1 segment for being “nimble and fast”, so capable of surprising for 3 segments (d3). If they’re invisible, they could surprise for up to 4 segments—roll d4 for the duration of surprise.

A 5th level monk is surprised 26% of the time. Roll % for surprise. Surprise could normally last up to 2 segments (the standard), but if their opponent is silent and invisible it could be up to 4 segments—roll d4 instead of d2.

 

And now, the most extreme example: the 17th level monk vs. the invisible silent hidden greenhag.

  • The chance of a 17th level monk being surprised is 2%, and their chance of surprising is 2 in 6. The monk can be surprised for 2 segments, and surprise for 2 segments.
  • The chance of an (invisible) greenhag being surprised is 1 in 20, and their chance of surprising is 19 in 20. The greenhag can be surprised for 1 segment, and surprise for 5 segments.

Calculating the chance of the greenhag to be surprised is relatively simple, given the monk’s chance of surprising is the normal 2 in 6. The greenhag is surprised on 1 in 20, for 1 segment.

The crux is comparing the monk’s reduced chance of being surprised (2% or 2 in 100) vs. the greenhag’s increased chance of surprising (19 in 20).  The default is the defender (monk) reduces the range of the attacker (greenhag), so the greenhag would surprise on 17 in 20 (decreasing the range by 2 for the monk’s 2 in 100), for d3 segments (as the potential duration of surprise also decreases by 2).

 

So there you have it. When in question roll (and modify) the chance to surprise and the duration of surprise separately.

Appendix A—Increased chance to surprise

Here’s a list of all the creatures with non-standard surprise rolls, and why. Factors can be: hidden, silent, fast, flying, leaping, special (typically more hidden than hidden or more silent than silent).

MM: Piercer surprise 95%, “indistinguishable from stalactites”, hidden (+1)
FF:Fire Snake surprise 60%, “color matches surroundings”, hidden (+1)
FF:Fog Giant surprise 80%, “blend into fog”, hidden (+1)
FF:Khargra surprise 7 in 8 (5 in 6 against dwarves/gnomes), “leap from wall”, hidden (+1), silent (+1), special (+1)
FF:Meenlock surprise 80%, “moving very silently”, silent (+1), special (+1)
FF:Needleman surprise 75% in undergrowth, “nearly undetectable”,  hidden (+1), silent (+1), special (+1)
FF:Snyad surprise 90%, “totally silent, move with great speed”, silent (+1), fast (+1)
FF/UA:Svirfneblin surprise 90%, “move very quietly”
FF:Xill surprise 90%, “emerge from Ethereal Plane”, hidden (+1), silent (+1)
MM2:Atomie surprise 90%, “nimble and fast”, special (+1)
MM2:Bookworm surprise 95%, “changes reduced to 50% if victim can see invisible things”, hidden (+1), special (+1)
MM2: Greenhag surprise 19 in 20 if invisible, “coloration, 90% move silent and hide in foliage”, hidden (+1), silent (+1), special (+1)
MM2:Grigs surprise 90%, “leaping ability”, leaping (+1) [note, when invisible at will, hidden (+1)]
MM2:Grim surprise 1 in 10, “senses”, special (+1)

Appendix B—Decreased chance to be surprised

FF:Caterwaul surprised 10%, “keen hearing, exceptional sense of smell”
FF/UA:Drow surprised 1 in 8, “move … with graceful speed” and “superior infravision”
FF:Gorilla bear surprised 15%, “excellent hearing, smell, and eyesight”
FF:Kuotoa (Monitor) surprised 1 in 10, “see into the infrared and ultraviolet spectra, and vibrations within 10′ can be felt by these creatures”
FF:Sussurus surprised 5% (15% in windy conditions), “sees and hears though vibrations and disturbances in the air”
FF/UA:Svirfneblin surprised 1 in 12, “keen hearing and smelling abilities”.
MM2: Atomie surprised 10%. “double human hearing, 2x visual range”
MM2/UA:Duergar: surprised 10%
MM2:Greenhag surprised 1 in 20, “highly acute senses, incl. infra and ultravision”
MM2:Grigs 10% surprised, “hearing equal to double human norm, 180′ infravision, ultravision”
MM2:Mimimal (leopard/lion/jaguar/tiger) surprised 1 in 12
MM2:Shator: surprised 10%, “excellent auditory and olfactory senses along with infra and ultravision”
MM2:Swan surprised 1 in 10, “exceptional senses”
UA: Barbarians: Surprised 10% (5% familiar terrain), “hide in natural surroundings”

Worth noting the overall text on minimals says they are 1 harder to surprise, and carnivores are +1 to surprise for those without s special surprise ability noted.

PHB Monk: “At 1st level of experience, a monk is as likely to be surprised as any other character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it thereafter goes down 2% per level, so there is only a 30% chance of surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.”
And the Blackmoor monk as so clearly the origin: “At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10. Note, however, that extremely silent creatures will double surprise possibilities, i.e. halflings, thieves, bugbears, and undead double possibilities.”

References

1DMG, p. 62.

“Example: Party A is surprised only on a roll of 1, but party B surprises on 5 in 6 (d6, 1-5) due to its nature or the particular set of circumstances which the DM has noted are applicable to this encounter. The favorable factor normally accruing to party A is 1, i.e., parties of this sort ore normally surprised on 1 or 2, but this party is surprised only on a 1 – therefore they have an additional 1 in 6 to their favor (and not a 50% better chance). Party B will surprise them on 5 in 6 less 1 in 6, or 4 in 6. Assume A rolls a 4, so it is surprised for 4 segments unless B rolls a 1, in which case A party’s inactive period will be only 3 segments, or if B rolls a 2, in which case surprise will lost for only 2 segments (4-1 = 3,4-2 = 2). ”

Dragon Magazine, Issue 133, “Surprise: Determining who gets the drop on whom”, May 1988.

Another Surprising Detail

Last Revised: 221102..251212

From previous analysis, the elf ability to Surprise on 1-4 in d6 when not in metal armor and 90′ in advance derives from +1 from being hidden, and +1 from being silent. That’s consistent with the PHB example—a party moving silently and invisibly is +2 to their chance to Surprise (see also Polyhedron #133).

But does the elf adjustment derive in any way from being hidden? From the PHB: “If alone and not in metal armor … an elven character moves so silently that he or she will surprise monsters [1-4 in 6].” There’s no mention of being hard to see. From the MM entry for the elf: “When in natural surroundings such as a wood or meadow, elves can move silently (surprise on a 1-4) and blend into the vegetation so as to be invisible (requiring the ability to see invisible objects to locate them) as long as they are not attacking.” Again, their (improved) ability to Surprise is specifically attributed only to silence. Both the elf and halfling also lose their +2 to surprise if they have to open a door, where the noise from a door is attributed to a noisy failed attempt (DMG, p. 62).

Silent + invisible improves surprise to 1-4 in d6. The thief “Move silently” is only “little sound and disturbance”, not “completely silent”.  Could the elf be, well, extra silent? Bugbears (“silent creatures”, “with great stealth”, “will never be heard”) only add +1.   Yet there’s support for “extra silent” enhancing Surprise. The giant owl flies “with nearly absolute silence, thus it surprises on 1-5 (on a 6-sided die).” Unicorns “move very silently and surprise opponents on a 1-5.” With the ring of the faerie the wearer’s move silently alone enables surprise on a roll of 1-4 on a d6.

 

There are other creatures that surprise on 1-5 with improved hiding: The huge spider, attributed to some combination of carefully hidden places and leaping; the xorn blending into stone; the giant lynx “hide themselves”. The invisible stalker surprises on 1-5 in 6, which isn’t attributed to anything (although clearly “invisible” is part of it).

Clearly it’s possible to improve the chance to surprise by being extra hidden or extra silent. Potentially blending into the background of the world so well as to be more hidden than invisible, and more silent than total silence. In a way that makes sense—an absence of noise is, in and of itself, noticeable.  An invisible character still leaves traces in the dust on the floor and air (and infrared footprints on the ground!).

But is the elf specifically not hidden? Digging deeper, UA ascribes the elven ability to hiding: “[Solonor] taught the first elves the art of hiding in and moving through natural foliage so as not to be detected” suggests attributing some elven ability hiding.  Looking at the MM halfing: “exceedingly clever at both quiet movement and hiding … surprise on a die roll of 1-4 on a 6-sided die. In natural terrain they must be treated as invisible if they have any form of vegetation in which to conceal themselves.”  Very similar to the elf description(s), except that the quiet movement and hiding are both attributed to their ability to surprise. The elven surprise ability can be assumed the same as the halfling, since they can travel together and maintain their enhancement. So either the elf ability is silent + hidden, or the halfing is also extra silent.

From the above, if the elven ability to surprise does not include hiding, they’re:
+1 to Surprise because they’re silent
+1 to Surprise because they’re an elf (and extra silent)
which means an additional +1 if they’re somehow hidden as well—a significant increase in the elf’s ability to surprise. If invisible, or in natural surroundings, the elf would surprise 1-5 in 6, surprising 61% of the time, 42% of the time for 3 or more segments.

So does the elven ability not include being hidden? Elves have almost the same enhancement to Hide in Shadows (+10%, +15% for halflings).  Assuming the elven ability derives only from silence ignores indirect references to their being hard to see. However, to my mind most significant is that both halfling and elven abilities include the ability to be “hidden”/”as to be invisible”/”hiding”. If they are “extra silent” their surprise ability would more accurately be presented as 1-5 in 6, and it’s not. I’m sticking with +1 hidden, +1 silent. It’s an interesting approach however, significantly modifying Surprise in the party’s favor.

References

TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
TSR 2017, Unearthed Arcana, 1985.
Polyhedron #31, “Dispel Confusion”, 1987, p. 31.

No rule is completely worthless; it can always serve as a bad example

Last updated: 220220..250903
worthless@corwyn.net

Whenever rules are confusing, one normally turns to the examples to figure it out. In AD&D, don’t rely on it. Many of the examples contradict the rules as written. Indeed, using a baseline of, “the example is how not to do it” will sometimes serve in better stead.

Let’s look at some … examples.

MM, p. 30: “With a shout the party strikes with a general bonus of +3 to hit. They all succeed, and the halfling thief gains quadruple damage bonus of striking from behind!”

No mention of the thief’s +4 bonus for striking from behind. And the thief’s damage multiplier comes only with surprise (DMG, p. 74, “Thieves and assassins quadruple damage from a surprise back stab“).

 

PHB, p. 9: “If a character could normally carry 500 gold pieces without encumbrance, but the character had strength of 17 instead of the normal 8-11 range, 1,000 gold pieces could be carried without incurring movement penalty.”

From this quote, one might infer that the baseline for an average PC is 500 gp (50#). Yet that’s contradicted everywhere else. The PHB (p. 100) defines how movement is affected by encumbrance as: ≤ 35#, ≤70#, ≤105#, more than 105#. No 50# as part of the range. While WSG and DSG meddle a bit with the lower range of encumbrance (mostly adding a new classification of Unencumbered in the context of swimming), they still use 35/70/150 as the break points. OA meddles with the upper range of encumbrance, defining each 35# as a 3″ decrease in movement.

PCs don’t default to a base 50# of “free” encumbrance.

 

PHB p. 10: “Example: A character with an intelligence of 12 desires to know a charm person spell that he finds in a book or scroll, percentile dice are rolled, but the number generated is 52, so that spell is not understood and can not be used by the character.”

From this, one might interpret that one does not check Chance to Know Each Listed Spell until the spell is actually encountered. However, according to Minimum Number of Spells/Level, “If one complete check through the entire group fails to generate the minimum number applicable according to intelligence score, the character may selectively go back through the group, checking each spell not able to be learned once again. This process continues until the minimum number requirement has been fulfilled.” There’s only two ways there’s a complete check through the entire spell group (all the spells of that particular level): You check the entire spell group when gaining access (by leveling) to the spell group, or you only use Minimum Number after the mage has actually encountered all the spells of the spell group and not reached the minimum. Given the typical mage will never encounter all the spells of a spell group, checking Chance to Know until at least the Minimum is reached is the only practical implementation of the Minimum Number. Later text in the PHB confirms checking the entire list—”Although the magic-user must immediately cease checking to determine if spells are known after the first complete check of each spell in the level group”— as otherwise there’d be no need to immediately cease.

 

PHB, p. 12: “The wicked necromancer polymorphs (others) his hireling into a giant roc, with the rather foolish agreement of the changee; the hireling must make a saving throw based on his constitution score using the table above.”

While the text here states, “saving throw”, the clear intent is a System Shock roll, not a saving throw. If polymorphed, a PC would make a saving throw against the spell, and then a System Shock check to determine if changing form killed them. In this case, the hireling has agreed, so must only make a System Shock roll.

 

PHB, p. 34: “Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points.”

and the corresponding example in the DMG, p. 82:

“Consider a character who is a 10th level fighter with an 18 constitution. This character would have an average of 5.5 hit points per die, plus a constitution bonus of 4 hit points, per level, or 95 hit points!”

Doing the math there, the PHB 10th level fighter has a 17 Constitution, gaining +3 hp/ level for 10 levels. The DMG fighter is calculated based on a 5.5 average of 10 hit dice + 40. However, the Constitution HP bonus applies to Hit Dice, not level.  The maximum number of Hit Dice are defined for each class on PHB, p. 19, Character Classes Table I and fighters stop gaining hit dice at level 9.

To support that, the PHB, p.  12 reads: “Hit Point Adjustment indicates the subtraction from or addition to each hit die for a character… the additional hit points for each hit die due to superior constitution is +2″ and further repeatedly emphasizes it on p. 19:
“**The ranger beings with two eight-sided hit dice (2d8), but thereafter goes up one die per level, to the indicated maximum, as do all other classes. The monk begins with two four-sided dice (2d4), and goes up thereafter as do rangers, at one die per level.”

“Maximum Number of Hit Dice assumes that the character has no racial limitation to prevent rise commensurate with the number of hit dice. Note that additional hit points are still gained with increase in level, even though no additional hit dice can be, in those cases where there is no class (or race) level limit. ”

That’s additionally supported in Dragon #144: “Q: Do characters still get constitution bonuses to their hit points after reaching “name” level? A: No. Once the character stops gaining new hit dice, he also stops gaining constitution bonuses.” and the Cavalier text in UA, p. 14: “The character’s hit-point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal.”

Both examples erroneously assume fighters gain 10 hit dice, not 9. The PHB and DMG fighter should have a Con bonus of 27 (9×3) hit points, not 30!

 

PHB, p. 44: “Detect Evil: This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object.”

However, the DMG (p. 60) goes on to say:

“It is important to make a distinction between character alignment and some powerful force of evil or good when this detection function is considered. In general, only a know alignment spell will determine the evil or good a character holds within. It must be a great evil or a strong good to be detected. Characters who ore very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions.”

Detect Evil won’t work on characters unless they are at least 8th level.

 

PHB, p. 105: “A party of 5 characters – a magic-user, a cleric, a thief, a human fighter, and a dwarf fighter surprise an illusionist with 20 arcs. The opponents are 30′ distant, and the magic-user immediately begins casting a sleep spell. The cleric also prepares to cast a spell, silence, 15′ radius. Meanwhile, the thief darts to the rear of the party to attempt to hide in the shadows and attack from behind when opportunity presents itself; the human fighter nocks an arrow and shoots it at the illusionist; and the dwarf hurls an axe.”

The party has surprise (which, while unspecified, must be for one segment given the example). The fighter nocks an arrow and shoots it.  However,

DMG, p. 63: “Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds. Once surprise segments are over, melee proceeds normally on a round-by-round basis.”

Even if our fighter wasn’t ready, he should have fired two arrows, not one. Were he ready, he should have fired more. How many more is a different discussion.

 

PHB, p. 105: “The illusionist/orcs win initiative, and while the former begins a spell of his own, the latter rush to attack, hurling spears as they come. A spear hits the magic-user, so the sleep spell is spoiled.”

How exactly is the Sleep spell spoiled? Sleep takes but 1 segment to cast, and the magic user began (and completed) casting that spell during their 1 segment of Surprise (see above):

PHB, p. 103: “… magic spells require the proper number of segments of casting time, regardless of surprise.”

DMG, p. 61: “Most spells cannot be cast in a single segment, although first level magic-user/illusionist spells are usually but 1 segment long, as are some other spells, and these spells are possible to use in a surprise segment.”

 

PHB, p. 105: “[During the Surprise segment] the thief darts to the rear of the party to attempt to hide in the shadows and attack from behind when opportunity presents itself”.

During Round 1, the thief is “successfully slinking and sliding around in the shadows [past 20 orcs and the illusionist 30′ away, to end up behind the illusionist]”. And Round 2 the thief stabs the illusionist from behind with his sword!

So our thief managed to somehow move behind everyone while Hiding in Shadows. Yet it’s not possible to move while the area is under observation (say, by 20 orcs and an illusionist):

PHB, p. 27: “Hiding in shadows is the ability to blend into dark areas, to flatten oneself, and by remaining motionless when in sight, to remain unobserved.”
DMG, p. 19: “this is NEVER possible under direct (or even indirect) observation. If the thief insists on trying, allow the attempt and throw dice, but don’t bother to read them, as the fool is as obvious as a cool pile in a ballroom. If a hidden thief attempts movement while under observation, the proverbial jig is up for him or her.”

 

DMG, p. 20: “Therefore, if an 8th level assassin snuck up on and surprised a 10th level magic-user in the dungeon and successfully assassinated him, the assassin would receive 1,000 x.p. plus another 100 x.p. since the magic-user was 2 levels higher than he. However, since it was a simple mission, the total 1100 x.p. would be multiplied by 1/2, giving 550 points. This is added to the 2400 x.p. normally received for killing this magic-user, making a final total of 2950 x.p.  earned, exclusive of fees.”

The implication here is that an assassin sneaks up and surprises while on a “simple mission”. Yet assassination comes in two forms, the planned assassination (“missions”) and that which occurs during a standard encounter. PHB, p. 29: “Assassins attack on the same combat tables as thieves do, including back stabbing. However, if they surprise (q.v.) a victim, they may attack on the ASSASSINATION TABLE. … The assassin decides which attack mode he or she will use: assassination, back stabbing, or normal melee combat.”  With surprise during a standard encounter, assassins can use the assassination table if they have surprise.  For a planned assassination, DMG, p. 75: “If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player involved…” and DMG, p. 20: “The explanations for difficulty given under SPYING should be used as guidelines”.

That’s fairly clear. For normal attacking, assassins can use the ASSASSINATION TABLE. The DMG reference on p. 20 is simply clarifying that, combat counts as a “simple” assassination for purposes of calculating XP. Assassination missions are similar to spying missions.

 

DMG, p. 41: For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8).

A fire giant skeleton would have 11d8 hp? Yet in MM2, an animated giant skeleton (created by the 5th level Animate Monster spell) would have 6d8 hp. This is at least reasonably clearly that a fire giant skeleton created with Animate Dead would have d8 + 10 hit points (at least in the context of the later MM2). Otherwise the 3rd level Animate Dead spell is far more powerful.

 

DMG, p. 71: “Balto attacks Aggro (who is in AC 2) with his staff. He needs a base 18 to hit, and the -7 armor class adjustment for sword vs. plate mail and shield makes this a 20.”

The DMG errata clarifies this is a staff, so it’s the AC adjustment that is wrong.

 

DMG, p. 71: “First, Arlanni the thief, who had her sling ready (as the player had stated previous to the encounter), fires a shot at Blastum, who is obviously a magic-user.”

In this case, Party A (which includes Arlanni) has two segments of surprise. While the PHB permits only 1 arrow / segment of Surprise (“Physical attacks during surprise situations are also possible on o 1 per segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature”), the DMG changed that to: “Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds.”

 

 

DMG, p. 71: “Meanwhile, Blastum has been preparing a shocking grasp spell, and now he steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief…

Blastum casts a spell, and then moves? PCs can’t cast spells and move. They can’t move before casting as spell either (with the exception being flying). One must conclude that the “steps forward” is flavor text as the two parties are “only 10′ apart” and Arlanni is considered in reach.

 

DMG, p. 71: “Meanwhile, Blastum has been preparing a shocking grasp spell, and now he steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief, delivering 10 points of damage (1-8 + 4). There is no saving throw: Arlanni has only 8 hit points, and dies. … On the left, Aggro again attacks Balto with his axe. He rolls a 12 and hits him for 5 points. Balto only had two points left, so he is dead.”

But do Arlanni and Balto die at -2 and -3 hit points respectively? When exactly do PCs die? We know from DMG p. 82:

“When any creature is brought to 0 hit points (optionally as low as -3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until -10 is reached and the creature dies.”

There are a number of ways to parse this whole thing incorrectly, making the example even more confusing. PCs go unconscious when at—or below—0 hit points (optionally not falling unconscious until -3 hit points), and die at –10 hit points. DSG supports that: “When a character’s hit point total reaches -10, he is dead.”

 

DMG, p. 97: “A large spider has surprised her [the MU]. As she went to examine the refuse it dropped from its web. It landed on her back and bit her. Before you can take any action, she must make a saving throw with t 2 on her die, of course, and then she and the spider must dice for initiative and fight a round of combat. After that the rest can try to do something.”

Why exactly would the MU be rolling for initiative when the rest of the party is not? There’s surprise, and then party initiative.

 

DMG, p. 98: “(Rolling a d6 behind a screen so that the players cannot see the result which would normally indicate if noise were detected or not, if applicable, when a character listens. In this case the DM knows what will be heard, but pretends otherwise.)”

There’s no indication anywhere else that a d6 is rolled for hear noise. When listening at a door (DMG, p. 60), a d20 is rolled.

 

The Dimwall encumbrance example in the DMG (Appendix O, p. 225) suggests the capacity of a backpack as at least 400:

  • hand axe: 50
  • 3 flasks of oil: 20 × 3
  • a candle: 5
  • 3 small sacks: 5 × 3
  • 1 large sack: 20
  • 7 torches: 25 × 7
  • 50′ Rope (lashed): 75

Total: 400

And his companion Druge:

  • 10 spikes: 10 × 10
  • 1 week’s iron rations: 75
  • flask of oil: 20
  • 50′ rope (strapped): 75
  • heavy crossbow (hanging from pack): 80

Total: 350

Now both examples include rope “lashed in a bundle” but lashing stuff to the pack as far as I’m concerned is a standard pack thing. If you don’t count the rope, Dimwall’s backpack capacity is 325. Yet the AD&D Character Sheets list the capacity of a backpack as 3 cu. ft (300 gp).

While the weight of a standard spell book is 150 gp, “The encumbrance value of a spell book equal to three times its weight (450 gp or thereabouts), although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack.” (UA, p.  79). It makes more sense to assume it’s just barely squeezing into a pack with a 400 capacity than a pack of 300! 400 is consistent with the earlier value of 400 cn in Set 1: Basic. The Character Sheets are wrong.

 

Depending on your edition of the DMG, the extended combat example on p. 71 has numerous errors. They’re updated in the errata for the DMG and later printings of the DMG, so I won’t detail them further here.

 

Anything else?

References

Players Manual: Set 1: Basic Rules, 1974.
TSR 2010, Players Handbook [1e], 1978.
TSR 2011, Dungeon Masters Guide [1e], 1979.
TSR 9028, Player Character Record Sheets, 1984.
TSR 2017, Unearthed Arcana, 1985.
Dragon Magazine Issue 124, Packing It All Away, August, 1987, p. 54.

What are the Odds? (Surprise)

210804..251212
surpriseodds@corwyn.net

When considering the relative power of thieves and assassins with Surprise, I realized I didn’t have a solid grasp of the probabilities surrounding the number of segments of Surprise. It’s made more complicated because it’s also possible the PC is surprised, reducing the number of segments they can act. Or, worse yet, the thief or assassin could end up being on the wrong end of the Surprise stick!

Since I’m considering at the efficacy of the thief backstab (or assassin assassination), the below calculations assume the attacker has the standard chance of being surprised (2 in d6), and could increase the chance of Surprise by either being hidden (3 in d6), silent (3 in d6), or hidden and silent (4 in d6).

If the PC has 2 in d6 chance of Surprise

Odds of being Surprised 1 segment:  5 in 36 (13.8%)
Odds of being Surprised 2 segments: 4 in 36 (11.1%)

Odds of 1 segment of Surprise: 5 in 36 (13.8%)
Odds of 2 segments of Surprise (Complete Surprise): 4 in 36 (11.1%)
Neither surprised: 50%.

If the PC has 3 in d6 chance of Surprise (successfully hidden or silent)

Odds of being Surprised 1 segment: 4 in 36 (11.1%)
Odds of being Surprised 2 segments: 3 in 36 (8.3%)

Odds of 1 segment of Surprise: 6 in 36 (16.7%)
Odds of 2 segments of Surprise (Complete Surprise): 5 in 36 (13.8%)
Odds of 3 segments of Surprise (Complete Surprise): 4 in 36 (11.1%)Neither Surprised: 33%

If the PC has 4 in d6 odds of Surprise (successfully hidden and silent)

Odds of being Surprised 1 segment: 3 in 36 (8.3%)
Odds of being Surprised 2 segments: 2 in 36 (5.6%)

Odds of 1 segment of Surprise: 6 in 36 (16.7%)
Odds of 2 segments of Surprise (Complete Surprise): 6 in 36 (16.7%)
Odds of 3 segments of Surprise (Complete Surprise): 5 in 36 (13.8%)
Odds of 4 segments of Surprise (Complete Surprise): 4 in 36 (11.1%)
Neither Surprised: 27.8%

 

Now, all of these odds for ≥ 2 segments of Surprise assume that the PC is magically silent and/or hidden. This is where the elven thief or elven assassin shines, with their built-in 4 in d6 Surprise. Of course, they have to be 90′ from the party and not in metal armor, which can be a problem when things go wrong.

If the PC is required to make Move Silently or Hide in Shadows rolls, their odds of surprising the opponent decrease significantly. Both Hide in Shadows and Move Silently have terrible odds, even for moderately high-level PCs. A 7th level thief (9th level assassin) has only a 55% chance of Move Silently, with a corresponding 43% chance of Hide in Shadows. Even for a 7th level thief (9th level assassin) the chance of rolling a successful Hide in Shadows AND Move Silently is only 24% (for the 3th level thief it’s 5%!). The odds therefore of a 7th level thief (9th level assassin) gaining 4 segments of Surprise under those conditions is only 2.7%!  *Yes, a thief of high Dex can increase those odds of being surprised under MS/HiS, but only slightly.

And now we get to encounter range(ER). Encounter range for Surprise is 1″-3″ (33% chance for each OFC). So, back to our 9th level assassin, whose chance at 4 segments of Surprise just dropped to .9% if HiS and MS are required, and only 3.7% even if Ms/HiS aren’t required.

With ER calculated in for a 1″, 7th level thief 1 Surprise segment 2 Surprise segments 3 Surprise segments 4 Surprise Segments
2 segments possible 4.6% 3.7% x x
3 segments possible 5.5% 2.7% 3.7% x
4 segments possible 5.5% 5.5% 4.6% 3.7%
3 segments possible (MS) 3.0% 2.5% 2.0% x
3 segments possible (HiS) 2.4% 2.4% 1.6% x
4 segments possible (MS/HiS) 0.1% 0.1% 1.1% 0.9%

 

Then for each segment of action during Surprise, they still need to roll THAC0 or an assassination roll, cutting the chance of success even further, a good estimate is by another 50% if you don’t want the individual calculations.

But hey, worth a shot right? Not so fast. That same 7th level thief (9th level assassin) under the same situation has a 13.9% chance of being surprised for one or two segments by their opponent—four times more likely than the best case of gaining 4 segments of surprise.

A high Dexterity can decrease their chance of being unable to act when Surprised all the way to 0%. Then they only have the same problem as when no one is Surprised when 90′ ahead of their companions, not in metal armor: 31% with a 4 in d6 chance of Surprise, 42% with a 3 in d6 chance, and 50% of the time with a 2 in d6 chance (plus whatever odds they avoiding with their Dex)— Rolling Initiative.

Surprise: An Operational Guide

Last Updated: 210815…250906

I’ve written a lot about Surprise recently. There’s a lot of details; I thought I’d provide a brief operational overview (which I’ve retroactively incorporated into in the core Surprise article https://dnd.sinister.net/im-surprised/ ) 

    1. Roll Move Silently (where applicable) and other effects that determine Hidden or Silent (such as Boots or Cloak of Elvenkind) if and only if they apply to the entire party.
      1. Move Silently provides a Base Surprise modifier you need for the next step
    2. Determine the potential Base Surprise for each involved Party
      1. Normally 2 in 6, this can be modified by Class, Race/Monster, Stealth/Silence, and Invisibility
      2. See https://dnd.sinister.net/im-surprised/ for extended details
    3. Roll for Base Surprise for each party (normally 1-2 on a d6)
    4. Determine Encounter Distance
      1. If any party was surprised: d3″ (indoors); 6d4″ modified by terrain – Base Surprise” (outdoors)
      2. If neither party was surprised: d6 +4″ (indoors); 6d4″ (outdoors). Move on to Initiative
      3. Adjust (if necessary) by line-of-sight/ size of room
    5. Determine Surprise duration (in segments)
      1. Surprise duration is the same number that determines if the party was surprised (e.g., a party that rolled a 5 when surprised 1-5 in d6, is surprised, for 5 segments)
      2. If neither party is surprised, move on to Initiative
      3. If both parties are equally surprised, move on to Initiative
      4. If only one party is surprised, Surprise duration for that party is the Base Surprise.
      5. If one party is more surprised, Surprise duration (in segments) for the most surprised party is: (most surprised party’s Base Surprise) – (least surprised party’s Base Surprise). Only one party will be surprised.
    6. Determine individual Surprise duration
      1. Adjust the number of segments each individual in a Surprised party can be affected according to their Dexterity, encumbrance, or other modifiers.
      2. An individual with ≤ 0 Surprise segments remaining will no longer be affected by individual attacks (melee or ranged), but cannot respond in any other way.
    7. Process each Base Surprise segment as a full round in but a single segment (actions 4.A-H).
      1. Movement is 1/10th normal (a single segment)
      2. Casting time is by segment. Any spell not completed in a Surprise segment carries over to the next segment of Surprise, and then carries over into Initiative if still not complete.
      3. Ranged weapons fire at three times the normal rate if ready (in other words, if prior to the first surprise segment: “I’ll nock an arrow”, “Ready weapons and missiles”), otherwise at normal rates (e.g., I read this as one arrow the first segment if nocked and ready, and one arrow for each later Surprise segments).
      4. Any individual attack (melee or ranged) against a surprised opponent with no remaining individual surprise segments is deferred to Initiative.
    8. Process extended Surprise
      1. Any individual with remaining Surprise segments can be individually attacked (melee or ranged) for any remaining individual surprise segment. No other actions by attacker(s) are possible.
    9. Roll Initiative
      1. Adjust any spell casting time by whatever arcane method you use for casting time in 1e Initiative.
    10. If at any point a new party enters the fray during Initiative rounds, repeat the Surprise process (above).

A Surprising Look

Last updated: 210210… 240922
surprise@corwyn.net
https://dnd.sinister.net

Surprise is elegant—two rolls determines how both parties are Surprised as well as how many segments they are affected by Surprise. Dexterity (and other factors) can affect the number of segments a Surprised individual can be directly affected, but only adds or detracts to surprise segments only so far as that individual is concerned if the group was surprised.

A lot of the apparent complexity of Surprise arises from an assumption that a PC with a Surprise modifier (e.g., –3 Dexterity Reaction modifier) can act even though their party was surprised, when their individual Surprise segments are reduced. Yet while the rules explicitly state the surprising party acts, the surprised party’s ability to act is not mentioned (and even explicitly prohibited):

  • If surprise exists, the surprising party can use the time segments to flee/escape, close, or attack. PHB, p. 103.
  • …the surprising party has complete freedom of action for a time. PHB, p. 104
  • [S]urprise also allows the surprising party to have that number of segments as shown on the die as the surprise factor as free and unanswered activity to move, attack, flee, etc. DMG, p. 49.
  • Surprised opponents with weapons have no chance for a fending-off strike, unless the attacker must use all surprise segments to close to grapple, pummel, or overbear. DMG, p. 73.
  • Each 1 of surprise equals 1 segment of time lost to the surprised party, and during the lost time the surprising party can freely act to escape or attack or whatever. If both parties are surprised, then the effect is negated or reduced [referred to as “Lost Segments” in the table]. PHB, p. 102-103 & DMG., p. 61.
  • A surprised party is caught unawares or unprepared. In such circumstances the non-surprised (or less surprised) party has an immediate advantage which is reflected in the granting of 1 or more segments of initiative, during which the active (non or less surprised) party can take actions A. through H.,)… DMG, p. 61.
  • If surprise is indicated for both parties concerned, the party which has lesser surprise subtracts its result from the result of the greater to find the number of segments the [surprised] are inactive. DMG, p. 61.
  • [D]uring the surprise segment or segments, the surprised party is unable to react in any way. DMG, p. 61.
  • Party B is surprised (since they rolled a 2), and will be inactive for 2 segments. DMG, p. 71.
  • As party B is surprised for 2 segments, party A has a chance to hit in each segment as if they were full rounds … Aggro would normally get another chance to hit Balto, who would be inactive for another segment, but Balto’s dexterity allows him a +1 reaction adjustment, which means that he personally will be surprised for one less segment than the rest of his party. So this segment he is up and on his guard, and Aggro does not get another hit attempt this round. DMG, p. 71. [Balto doesn’t act due to his Dexterity Reaction modifier, just not be attacked].
  • The Dexterity reaction bonus allows the individual “to mitigate” [not remove] the surprised condition. DMG p, 62.
  • The Dexterity reaction bonus “adds to existing surprise [segments] or detracts from it [existing surprise]”. DMG, p. 62.

So what if PCs can’t act when their party is surprised, regardless of modifiers? When you don’t make the assumption that members of a Surprised group can act during Surprise, the exceptions that cause ambiguity are resolved.

Let’s demonstrate.

Process: Each party rolls Surprise. A normal party is surprised on a 1-2 in 6. On a 1, the party is surprised for 1 segment. On a 2 the party is surprised for 2 segments. On a 3-6 the party is not surprised. For creatures that are Surprised on a different range (e.g., surprise 5 in 6), results are calculated the same as for those surprising 2 in 6 (except, of course, for more potential Surprise segments, a 4 would be 4 segments of Surprise).

 

“If both parties are unsurprised, or equally surprised, determine INITIATIVE for that round.” DMG, p. 61. If both parties are surprised for the same number of segments, the net result is no Surprise—move on to Initiative. If both parties roll results in their range for Surprise, Surprise is calculated based on the net of the two results:

Assume A [surprised on 5 in 6] rolls a 4, so it is surprised for 4 segments unless B rolls a 1, in which case A party’s inactive period will be only 3 segments, or if B rolls a 2, in which case surprise will last for only 2 segments (4–1 = 3, 4–2 = 2). DMG, p. 62.

If one side rolled Surprise for 2 segments, and the other for 1 segment, the net result is that only one party is surprised—for 1 segment—with any Surprise modifiers calculated for individuals in that party:

  • Dexterity: +3 to –3 segments
  • Encumbrance: +1 to +2 segments

In other words, the number of Surprise segments for an individual can be modified –3 to +5. Which specific modifiers aren’t important for discussion, so no need to complicate things by referring to anything but the result, and examine the extremes (See https://dnd.sinister.net/im-surprised/ for a detailed analysis of Surprise modifiers).

 

Scenario A: Orcs and PCs both roll a 3. Regardless of applicable Surprise modifiers, there is no Surprise, and both sides roll Initiative.

Scenario B: Orcs rolls a 1, Party rolls a 1. Both parties are surprised for 1 segment with a net result neither party is surprised. No modifiers are calculated. Both sides roll Initiative. The same result if each side rolls a 2.

Scenario C: Orcs roll a 1, Party rolls a 2. While both results indicate Surprise, the net result is the party is surprised for 1 segment. Applicable modifiers are applied to any individuals in the surprised party, but not the (less-surprised) orcs.

We have three party members at the extremes:
Member 1: Inactive due to Surprise for 1 segment (default)
Member 2: Inactive due to Surprise for 5 segments
Member 3: Inactive due to Surprise for –3 segments

The orcs have one Surprise segment to perform an action. If casting a spell, the orcs can complete one segment of spell casting. If the spell takes longer than the 1 segment of Surprise, the remaining segment is completed during Initiative (a separate discussion!). Orcs can otherwise take a standard Surprise action. If an orc directly attacks Member 2 (already within 1″ for melee, or a ranged weapon), the orc could attack for 5 segments (don’t get heavily encumbered with a Dexterity of 3!). If directly attacking any party member with no remaining segments of Surprise (i.e., Member 3), the orc’s action is ineffective, and deferred to Initiative.

Spell Casting in Surprise

Another debate is how many spells can be cast during Surprise. Let’s look at the rules:

In such circumstances the non-surprised (or less surprised) party has an immediate advantage which is reflected in the granting of 1 or more segments of initiative, during which the active (non or less surprised) party can take actions 4. A. through H., wholly or partially depending on several modifying factors.

Most spells cannot be cast in a single segment, although first level magic-user/illusionist spells ore usually but 1 segment long, as are some other spells, and these spells ore possible to use in a surprise segment. Other, longer casting time spells can only be begun in the first segment of surprise.

As party B is surprised for 2 segments, party A has a chance to hit in each segment as if they were full rounds (this does not apply to spell use, of course). (DMG, p. 71)

There’s no prohibition of only one spell during Surprise. During each segment of Surprise, members of the Surprising party can take actions 4.A through H, which includes “cast spells”. If the spell caster has three segments of Surprise to act, they could complete three segments of a four-segment spell, cast three one-segment spells (one for each segment of Surprise), or move one segment, and then cast a two-segment spell. Spell casting is limited by time, unlike a normal combat round.

Summary

A Surprised party member, regardless of modifier, still does not act. They’re simply unaffected by direct actions from the other side once they have 0 Surprise segments. [This is actually the critical sentence; it’s VERY tempting to say they get to act here, but the DMG says the Surprised party cannot act, and the Dexterity Reaction modifier detracts from Surprise segments, not that it permits acting during Surprise, nor does the DMG or PHB say that modifiers can make them unsurprised.]

 

Only after everything is resolved for Surprise do both sides roll Initiative, start a new round, and proceed from there.

References

TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
2Polyhedron #31, “Dispel Confusion”, 1987, p. 31.

I’m Surprised

Last updated: 180901, … 260502
surprise@corwyn.net
https://dnd.sinister.net

I had abandoned using Surprise as written years ago—so long ago I don’t recall why. I suspect because I tried to make the rules make sense, and as written they don’t (and can’t, there are errors in the early printings of the PHB and DMG!). The rules are also surprisingly (hah!) unclear on who rolls for what effect. Am I rolling for whether I’m surprising or surprised? What if the result is modified?

 I’ve recently been inspired to dig into some of the more fiddly AD&D rules, and have been impressed at how well those rules work once I understand them, so I tried Surprise again. That said, I’ve modified the below just a bit to be consistent with the rest of my house rules (see Initiative). I personally limit surprise to a single attack per segment, without stacking, to a maximum of 2 attacks. That’s intentional, otherwise 7th level Elven Ranger catching someone completely flat-footed could gain 10 melee attacks during Surprise (and more extreme examples exist!)

A surprised party is one caught unawares or unprepared by another party (DMG, p. 61, 62). In such circumstances the non-surprised (or less surprised) party has an advantage of “free and unanswered activity to move, attack, flee, etc.,” reflected by free segments of actions against the surprised party prior to rolling initiative. It is possible for both parties to be surprised equally—with Surprise thus having no effect.  Parties are unaware of how surprised the other side is.

Prior detection negates the possibility of being surprised. Light can spoil the possibility of surprise for one party. Noise can negate surprise considerations, whether the sound is the normal progress of the party or a fruitless attempt to open a door. A party hearing something at a door (Hear Noise) negates their possibility of surprise. Magical devices can possibly negate surprise by detection of thoughts or intentions. In all such cases, only parties subject to surprise roll to determine surprise (DMG, p. 62). If one party is making considerable noise which is discernible by the other party, the latter will also have the options of fleeing or concealment regardless of Surprise; the former negating the encounter, the latter allowing distance to be 1″ to 4″ before discovery by the noisy party (DMG, p. 62).

For each side, if the chance of surprise exists, a single d6 is rolled to determine whether their entire side is surprised. By default, on a 1 or 2 their side is surprised, for the number of segments equal to the number rolled on the die, otherwise (on 3-6) they are not surprised. If a creature surprises on 4 in 6, it can surprise for up to 4 segments (when their opponent rolls 1-4 on a d6) (PHB, p. 51,103; DMG, p. 62).

If both parties roll results in their range for Surprise, Surprise duration is calculated for one party based on the net of the two Surprise results: “Assume A [surprised on 5 in 6] rolls a 4, so A is surprised for 4 segments unless B rolls a 1, in which case A’s inactive period will be only 3 segments, or if B rolls a 2, in which case A’s surprise will last for only 2 segments (4–1 = 3, 4–2 = 2).” (DMG, p. 62). Only one side will have lost segments (DMG, p. 61, PHB, p. 103). Subtract the segments of surprise from each other, not the dice rolls. Only the non-surprised party can act.

“Complete Surprise” is defined as 2 (or more) segments of surprise [c.f. , MM-Catoblepas; DMG-Crossbow of Speed; PHB-Phantasmal Killer; UA-garrote; MM2-Dracolisk; G1-3, p.12 & 23; S3, p. 13 & 14; and the potential 4 segments of complete surprise for the Aerial Servant (PHB/MM). See Eldrich Wizardry, p.10 for origins of Complete Surprise. The Boalisk prompts “Complete Surprise” on a 1-2; whether the Boalisk rolls a 1 or 2, it will surprise for 2 segments. [I choose to interpret that any surprise ≥ 2 segments is “Complete Surprise” of 2 segments.]

Only once Surprise is completely resolved do both parties roll Initiative.

 

Encounter Distance

If either or both parties are surprised, the normal underground encounter distance of d6+4″ will typically be only 1″ to 3″, as surprise is normally a factor only in close encounter/underground situations. When outdoors, each segment of surprise reduces the normal encounter distance (6d4″) by 1″ (DMG, p. 49) in addition to free segments of activity. Terrain type will also modify encounter distance:

Scrub  -1 per distance die on all 3’s and 4’s.
Forest  -1 per distance die on all numbers (00’s are possible).
Marsh  -1 per distance die on all 2’s, 3’s, and 4’s.

Illumination or visual capability of the concerned parties also affects encounter distance. A light source reliance limits the encounter distance to twice the normal vision radius of the source (2× radius of the light source). lnfravision and/or ultravision operate only to the stated limit of their range and limit encounter distance accordingly (DMG, p. 62).

Interpretation: What if, due to prior detection, Party A is surprised but the Party B is not? Determine the normal encounter distance for Party B. Should Party B not react, encounter distance can be determined as normal for Surprise (d3″), otherwise Party B has the number of Surprise segments to react from the normal encounter distance. This contradicts the DMG (p. 62): “If either or both parties are surprised, the distance must be either 1″ to 3″ or it must be less as determined under the actual area modifier.” but takes into account the exception of prior detection (light, noise).

Modifiers to the Chance of Being Surprised (Your Die)

Audial or visual superiority will tend to negate surprise (DMG, p. 194). A party (or group of monsters) is surprised only as easily as its most perceptive member if that awareness can be communicated; in other words, in a party with a ranger (surprised only on 1 in 6), the entire party is only surprised on a 1 in d6 (DMG, p. 61). If awareness is limited (such as a human ranger in the dark), special class or race benefits do not apply (WSG, p. 13, DSG, p. 60).

In the case where the party is surprised on 1 in d6, the overall chance to be surprised is reduced by 1. In this case if the other side would normally surprise 5 in d6, the net result is the party will be surprised only on 4 in d6 (DMG, p. 62)—not Surprised on 5 in d6, and then the duration reduced by 1 segment.

Alertness/Senses can make a party or individual less susceptible to surprise:

  • Alertness makes the ettin difficult to surprise (decreasing the Surprise range by 1 to 1 in d6 instead of 1-2 in d6) due to their alertness (MM, p. 20).
  • All cloud giants have a keen sense of smell, thus they are surprised only a 1 in d6 (decreasing the Surprise range by 1 to 1 in d6 instead of 1-2 in d6) due to their alertness (MM, p. 44).
  • Hell hounds have keen hearing, and they are surprised on a die roll of 1 in d6) (decreasing the Surprise range by 1 to 1 in d6 instead of 1-2 in d6) due to their alertness) (MM, p. 51).
  • Satyrs have keen senses, so are surprised only on a 1 (decreasing the Surprise range by 1 to 1 in d6 instead of 1-2 in d6) due to their alertness (MM, p. 85).
  • The keen hearing and eyesight of giant apes makes them only surprised on a 1 (decreasing the Surprise range by 1 to 1 in d6 instead of 1-2 in d6) due to their alertness (MM, p. 7).
  • The unusual peripheral vision of the kna, kopru, and shark decreases their Surprise range by 1 to 1 in d6 instead of 1-2 in d6 (PC3, p. 3).
  • Rangers (& Duelists) are surprised only on 1 in d6 (decreasing the surprise range by 1, normally to 1 in d6 instead of 1-2 in d6) due to their alertness (Polyhedron #12, p. 10). [The Ranger ability originally derived from their tracking.4]
  • Barbarians are surprised only on 1 in d10 (effectively decreasing the normal range by 4 from 2 in d6 to 1 in d10 (see Calculating Cumulative Surprise below) due to their alertness. This further decreases the normal range by an additional 2 (to 1 in 20) if in familiar terrain. [I find this overpowering at a party level, and instead consider the Barbarian ability as identical to the Ranger ability. That also removes a recurring Surprise d10 complication.]
  • With a proficiency check, characters with Alertness decrease the range by 1, now 1 in d6 instead of 1-2 in d6. Assuming an ability to communicate to others in the party, their chance of being surprised is also reduced by that amount. Otherwise treat the number of segments they are surprised as reduced by 1. Interpretation: This does not stack with the class abilities that reduce the chance of being surprised—those classes effectively have this proficiency without the requirement for a proficiency slot or proficiency check.

Interpretation: A few creatures with exceptional senses are defined as unable to be Surprised (Brownies with “exceptional senses”, barbed devils “alert at all times”, eagles “eyesight”, leprechaun’s “keen ears”. Exceptional senses could be calculated as an additional -1 from Surprise for extreme sensory capacity (considered as surprised 0 in 6 prior to other adjustments). Keen senses can be interpreted as being twice as good (seeing or hearing twice as far).

Modifiers to the Chance of Surprising Others (Their Die)

Surprise capability relates to special movement ability and possibly other factors (DMG, p. 194). A party with an increased chance to surprise their opponents increases their opponents’ range from 1-2 in d6 to 1-3 or more (also increasing the potential number of segments that their opponent(s) can be surprised), but only if that increased chance of surprise is true for the entire party (e.g., all rangers, a group of only halflings and elves 90’ in advance not wearing armor, all huge spiders, etc.).

Rolls that adjust the Surprise roll (such as Hide in Shadows, Move Silently, or Boots of Elvenkind) must be checked prior to a Surprise roll, as success can indicate an improved chance to surprise an opponent (PHB, p. 102, 103).

  • Noise can negate surprise considerations, whether the sound is the normal progress of the party or a failed attempt to open a door. Characters in metal armor can be heard for 90′, hard boots can be heard at 60′, and relatively quiet movement can be heard at 30′ (DMG, p. 68).
  • Being hidden (invisibility, camouflage, hiding in shadows) increases the opponents’ chance of being surprised by 1 (increasing the opponents’ range by 1, i.e., surprised on 1-3 in d6 instead of 1-2 in d6) (PHB, p. 103; Drmg #133; FF, p. 17, Bullywug). One cannot Hide in Shadows and Move (Silently) (DMG, p. 19, PHB, p. 28).
  • Move Silently/Silence increases the opponents’ chance of being surprised by 1 (increasing the opponents’ range by 1, i.e., surprised on 1-3 in d6 instead of 1-2 in d6) due to stealth (PHB, p. 103, Drmg#133). One cannot Hide in Shadows and Move (Silently) (DMG, p. 19, PHB, p. 28). Bugbears and undead are explicitly silent (DMG, p. 60), also increasing the opponents’ chance of being surprised by 1. Hell hounds “move with great stealth”, granting them the ability to surprise on 1-4 in d6 (MM, p. 51).
  • Psionic invisibility is a mind control ability (“The Shadow Knows!”) which is more similar to the druidic Invisibility to Animals, for the affected creature(s) does not notice sounds or odors from the psionic (DMG, p. 60), increasing the opponents’ range by 2 (1-4 in d6) due to being hidden and silent.
  • Elves and Halflings surprise opponents 1-4 in d6 when not in metal armor and 90’ in advance (increasing their opponents’ range by 2, i.e., surprised on 1-4 in d6 instead of 1-2 in d6), due to both their stealth and ability to be hidden. If they open a portal, that chance for surprise returns to 1-2 in d6. See also Solonor (UA, p. 113).
  • Metal armor is not a factor for rangers, clarifying that the ranger Surprise benefit isn’t due to silence. Rangers surprise opponents 50% of the time (increasing their opponent’s chance of being surprised by 1, i.e., surprised on 1-3 in d6 instead of 1-2 in d6 (Polyhedron #12, p. 10) due to their ability to hide. This ability doesn’t explicitly include conditions, but rangers can’t surprise opponents aware of their companions and thus require the same distance as elves and halflings—rangers must be at least 90’ in advance.
  • Metal armor is not a factor for barbarians when calculating Surprise, clarifying that the barbarian Surprise benefit isn’t due to silence. Barbarians increase their opponents’ chance of being surprised by 1 (increasing their opponents range by 1, i.e., surprised on 1-3 in d6 instead of 1-2 in d6) due to their ability to hide, with an additional 1-point increase if also in familiar terrain (i.e., surprised on 1-4 in d6 instead of 1-2 in d6), due to the barbarian’s ability to hide in known terrain. The barbarian’s ability doesn’t include conditions, but barbarians can’t surprise opponents aware of their companions and thus require the same distance as elves, halflings, and rangers—they must be at least 90’ in advance.
  • The bullywug, when camouflaged, can further increase the chance of surprise by 2 by hopping 3″ to the attack.

Modifiers are cumulative when dissimilar. Example: A lone invisible elf not wearing metal armor comes upon an orc. The standard chance of being surprised is 1-2 in d6. For the orc, its range is increased due to the elf (+2 from being hidden and silent), but not further increased due to the elf’s invisibility (+1) as the elf is already hidden—the orc will be surprised if it rolls 1-4 in d6.

If both parties determine results in their range for Surprise, Surprise segments are calculated based on the difference of the resulting segments of Surprise. After rolling Surprise, the elf is surprised for 2 segments, and the orc is surprised for 4 segments—The end result is the orc is surprised for 2 segments (4 segments of surprise –2 segments of surprise) before moving on to Initiative (DMG, p. 61).

Modifiers to the Duration of Individual Surprise

Individual adjustments for Dexterity and Encumbrance never create (or negate) Surprise itself; instead they subtract (or add) segments for individuals once the party is surprised.  The Dexterity Reaction/Attacking Bonus affects that many segments of surprise for that individual only, e.g. on a range of 1-2, with the group rolling a 2, a lightly-encumbered character with a 16 Dexterity (+1 Reaction/Attacking) would be affected for one less segment. If an opponent then attempts to attack them, the attack defers to the standard initiative round (DMG, pp. 62, 71).

  • Encumbered (> 105# or very bulky equipment) characters are slowed greatly (PHB, p. 102); when the party is surprised, an encumbered character will be affected for an additional two segments.
  • “Very Heavy” encumbrance (#105 or bulky armor/equipment) causes a character’s reactions to be “slowed” (in a situation of surprise) (PHB, p.102). If the party is surprised, the individual is affected for an additional segment.
  • “Heavy” encumbrance (70# or fairly bulky armor/equipment) defines “no bonuses” to Surprise. Dexterity Reaction adjustment to segments of Surprise? Gone! (The ranger’s actual abilities are unaffected however, since the Reaction bonus only affects mitigating surprise (DMG, p. 62)]
  • Only lightly or unencumbered characters [reaction normal or better], (PHB p. 101) gain the Dexterity Reaction/Attacking Bonus:
    • If the Dexterity Reaction modifier reduces the Surprise segments for an individual, that individual still can’t act during Surprise even if Dexterity reduces the individual’s Surprise segments to 0 (or below). If they are attacked individually, they are up and on their guard (DMG, p. 71), so opponents will not get an attack until Initiative.
    • All armors except leather and elfin chain are fairly bulky or bulky, making the character more than lightly encumbered for purposes of Surprise.
    • Magic armor has the same encumbrance as non-magic armor. The properties of magic armor allow movement at the next higher base rate (DMG, p. 28), not with less encumbrance.
    • Large shields are bulky (see “Very Heavy”). Magical shields however are non-bulky with respect to encumbrance (DMG, p. 28).

Interpretation: I choose to limit surprise attacks to a single attack per segment for 2 segments.

Actions During Surprise

While the attacker’s opponent(s) is/are surprised, each surprise segment the attacker may perform the following as if it were an entire round:

  • Do nothing.
  • Attempt to parlay.
  • Evasion is automatic if outdoors (DMG, p. 69).
  • Move 1″ (and potentially close for melee).
  • Prepare (e.g., drawing or setting a weapon).
  • *Charge 2” (if close enough) and attack.
  • *Fire missile weapons.3 If “nocked and ready” on the first segment of Surprise, add an extra missile.
  • *Use a breath weapon (if normally possible!).
  • Attempt to activate a magical device. The device could activate during Surprise. If not enough surprise segments exist to complete activation, subtract each surprise segment from the future initiative roll (2 under my 20-segment combat round).
  • Hide in Shadows (if thief, assassin, or monk).
  • *Melee or grapple (if prepared and within 1″).
  • *Back stab (if thief or assassin and within 1″). Surprise is required to gain the damage multiplier and +4 to hit instead of the standard +2 for a rear attack.2,6 If at the rear, strike at +4 to hit for each surprise segment. Striking from the rear also negates any shield or Dexterity bonus. The back stab damage multiplier applies for only the first segment of surprise attack (DMG, p. 74, PHB, p. 27, Polyhedron #31, p. 29).

After surprise ends, if a thief removes themself from melee such that their opponents are no longer aware of the thief’s presence, the thief could reenter combat, attempt to Move Silently behind their opponent, and back stab again. However, they can’t gain surprise as long as their opponent is aware of their location, so have only the standard rear attack bonus of +2 with no damage multiplier.

  • *Roll on the Assassination Table (if an assassin and within 1″). See notes under back stab.
  • Spells that require but a single segment can be cast in a surprise segment. Longer-casting-time spells can only be begun during the first segment of surprise (DMG, p. 61), and if not completed by the end of Surprise subtract 1 segment (2 under my 20 segment initiative system) for each surprise segment from the future initiative round.

“[M]agic spells require the proper number of segments of casting time” (PHB., p. 103). However, surprise permits only “telling blows [and missile discharge] each segment,” not spell casting. With three segments of Surprise, a spell caster can:  cast a 3-segment spell; move one segment and cast a two-segment spell; or cast three segments of a four-segment (or more) spell. The caster does not know how long their opponent will be surprised when declaring actions.

  • *Turn undead (also action 4.D), limited by failure preventing future attempts.

*If an attacker with Surprise individually directs an attack at an opponent who for whatever reason is not surprised (e.g., a Dexterity bonus), the attack is ineffective.

Number of Melee Attacks During Surprise

The Player’s Handbook states (p. 103):

Physical attacks during surprise situations are also possible on a 1-per-segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature (claws, fangs, etc.).

and the DMG reads (p. 62):

the surprising party will be able to attempt telling blows during each segment of surprise as if the segment were an entire round! That is, a fighter able to attack twice during a normal round of combat will be able to do so twice during each surprise segment, so dice are rolled for hit determination accordingly. Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds. Once surprise segments are over, melee proceeds normally on around-by-round basis.

which clarifies that the PHB “attack” is an full round’s attack sequence, not just a single attack.

Number of Missile Attacks During Surprise

The PHB permits 1 arrow / segment of Surprise (“Physical attacks during surprise situations are also possible on a 1 per segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature“). The DMG changed that to: “Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds.”

The normal rate of missile fire is twice per round—2 arrows every 10 segments. Triple that would be 6 arrows every round—1 arrow per segment. That timing is consistent with the Crossbow of Speed:
In surprise situations it is of no help, but in complete surprise situations the held crossbow will enable its user to fire in the 2nd segment portion.

Gygax himself did not intend that to read as 6 arrows / segment.5

Additional Notes

  • A thief Moving Silently can prompt a Surprise roll even when expected.
  • A thief failing to Move Silently triggers a Surprise roll for both sides (as the thief doesn’t know they failed their Move Silently).
  • An attack when using Dust of Disappearance is always by surprise (assumed for the entire party if silent). Roll normal surprise, with a minimum of 1 segment of surprise for the opponent party.
  • A character wearing the Robe of Eyes can easily detect hidden things; surprise of a character wearing a Robe of Eyes due to things being hidden is impossible.
  • The Crossbow of Speed can fire during Surprise on the 2nd segment of surprise (“complete surprise”) (DMG, p. 168). Loading and firing a normal crossbow therefore can’t be accomplished during 2 segments of Surprise.
  • Sandstorms and frostbite both increase the chance to be surprised by 1 (increasing the party’s potential surprise range by 1) (WSG p. 28, 29).
  • A garrote attack will only succeed with Complete Surprise from behind (UA, pl. 27).
  • While a weapon might be poisoned before the Surprise round, the poison will only affect the first strike: “Blades can likewise be coated with a toxic resin … cause a poison saving throw to be made by the first creature initially struck by such a weapon (PHB, p. 107)”.
  • Assassins can don disguise to create the opportunity for surprise (see PHB, p.29).
  • Improved Invisibility has the effect of moving considerations for detection of such invisibility downwards by two places compared to other forms of invisibility on the Detection of Invisibility Table, not Surprise, so still increases the range of Surprise by 1 (1-3 in d6) (DMG, p. 47).
  • The Rod of Alertness (UA, p. 94) “bestows +1 to the possessor’s die rolls for being surprised”. While it might appear this creates additional segments of surprise, it does not. A normal PC is surprised on 1-2 in d6: a 1 in 6 chance of being surprised 1 segment (if a 1 is rolled), and a 1 in 6 chance of being surprised for 2 segments (if a 2 is rolled). After adding a +1 to the die, the chance of being surprised 2 segments is the same (1 in 6, if a 1 + 1 is rolled), but it’s no longer possible to be surprised 1 segment.

Interpretations

  • Outdoors, if not surprised themselves, a party with Surprise can withdraw (where possible) unnoticed (DMG, p. 49, 69, 183). Complete Surprise is required (more than 1 segment of surprise) underground.
  • Encounter distances are defined for a normal party. But what about the thief (or elves, etc.) moving silently? The “relatively quiet movement” of the lightly-armored thief can only be heard at 30′ (DMG, p. 68). At 30′, roll Surprise (potentially modified by Move Silently), and resolve Surprise encounter distance as normal (d3″) (DMG, p. 62).
  • While performing a back stab from Surprise after a successful Move Silently, the thief could be considered to also be invisible (as their opponent can’t see them), surprising on 1-4 in 6 (receiving both the Hidden and Silent modifiers to Surprise).
  • The monk’s chance of being surprised drops 2% per level. However, the duration of surprise isn’t necessarily reduced. Reformulating the monk ability, monks are surprised: 2 in d8 at Level 5, 2 in d10 at Level 8, 2 in d12 at Level 10, 2 in d20 at Level 13, and 1 in d20 at Level 16. Invisibility and Stealth modify as normal (e.g., a hidden, silent thief will surprise a Level 5 monk 1-4 in 8).
  • If, at the beginning of a round, a new 3rd party has suddenly entered combat, treat this as the beginning of a new encounter. Each engaged party makes a new surprise roll. Surprise is resolved, and then Initiative continues as normal. This is the same explanation as why Surprise for back stab in melee, effectively starting a new encounter (as an encounter is defined as “An unexpected confrontation with a monster, another party, etc.”) (DMG, p. 228). It’s also consistent with when Initiative starts, “when an encounter occurs” (DMG, p. 62). The 3rd party initiates a new encounter, restarting the entire encounter sequence.
  • Attacking a (normally) sleeping creature triggers a Surprise check (with a minimum of 1) as if the attacker is Invisible (1-3 in 6).
  • Priests of Nerull use the mechanic of “surprised 2 in 12” to represent the ability to be surprised on only 1 in d6, but still be surprised for two segments.1 Perfect for the Ranger 1 in d6.
  • The piercer surprises 95% of the time. Given the piercer’s movement / segment (1′) and inability to attack without falling, the number of segments of surprise aren’t relevant. They either get a free attack, or the party isn’t surprised, and attack order is by Initiative.

Edge Case: Spell casting and Surprise

Two parties roll Surprise. The PCs are surprised for 2 segments. The enemy spell caster begins casting a 3-segment spell. Normally, after two segments both groups would roll Initiative, with the spell caster having 1 segment remaining. But what of the case of a single PC whose Surprise has been modified by encumbrance or a low Dexterity to 3? Of the two possible interpretations:
–The spell caster completes their spell, at a penalty to the party.
OR
–everyone rolls Initiative, and the more-Surprised PC’s additional segment just gets ignored, or integrated in the initiative round.

The latter appears more practical, for this extreme edge case.

Group Surprise Rolls

A ranger is surprised only 1 in d6. If they can convey that to the party, then the party is surprised 1 in d6.

But what if they can’t convey that information? You now have the monsters surprised 2 in d6, the party surprised 2 in d6, and the ranger surprised 1 in d6. In that case the ranger subtracts 1 from their own individual surprise.

Alertness works similarly, but requiring a proficiency roll:
“Roll Surprise”.
“Wait, I have Alertness. *roll*. Our Surprise value (range and duration) are decreased by 1.”

The case of three parties in Surprise is the combat example of two parties fighting when a 3rd party comes on the scene. Pause at the beginning of the round, reroll and process Surprise for all 3 groups, and then resume Initiative.

Ambush

The question that often arises is the PCs attempting an ambush. While it’s possible that the PCs can’t be surprised (due to awareness of their opponents), it’s not possible to guarantee surprise for the PCs. Their chance of surprise is 2 in 6. If they’re moderately silent (say more than 90′ away while wearing metal armor), then the GM might grant them “silent”, increasing their chance to 3 in 6. Getting to 4 in 6 would require “hidden”, only possible if the party is thieves, rangers, etc. Magic-users don’t hide so well.

Outdoor encounter range (the point at which the PCs become aware of their opponents) defaults to 6d4″, modified by terrain. Normally, surprise outdoors modifies the encounter range, in addition to the number of segments of free and unanswered activity, subtracting the number of segments of surprise from the encounter range as well.

However, in the case of an ambush, the number of surprise segments should increase the distance between the PCs and their opponents, as surprise provides the PCs more time to prepare, not less.

Example: The PCs, hidden in a grove of trees in a forest, plan to ambush a group of orcs they know will come down the trail, firing at the orcs when the orcs are 12″ away. As the PCs are aware the orcs are coming and can’t be surprised, they don’t roll surprise. The GM rolls surprise for the orcs and rolls a 2 (surprised for 2 segments, and 2 segments further away). The forest will subtract 6″ (1 / die) from the encounter range. The surprise will add 2″.  If the encounter distance (6d4 – 6 + 2)  is now ≥12″, the PCs plans will come to fruition, waiting to fire until the orcs reach 12″. However, if the encounter range is < 12″, the PCs will fire at the encounter range. They’ll get 2 segments to attack, and then both sides will roll for initiative.

It’s important to note that just because the PCs believe the orcs will come down the trail does not guarantee the PCs cannot be surprised, as the orcs could arrive early, have outlying scouts, etc. Rolling surprise for the PCs can still be appropriate.

Wise players won’t argue for the ability to automatically ambush lest the same thing occur to them!

Calculating Cumulative Surprise (Optional)

Any time the range of surprise for a group would be reduced to 0 (i.e., a 0 in d6 chance), the die size is incremented instead (next 1 in d8, then 1 in d10, etc.). Blackmoor uses this for the monk (“At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10.”). The same applies to a Surprise chance of 1-6 in d6, instead converting to 1-7 in d8, etc.

Any time the range of surprise would be increased (say a halfing at 4 in 6 encountering a drow at 1 in 8), increase the drow by the difference from 2 in 6. So the halfing is 2 better than 2 in 6, so the drow’s surprise roll would be 1-3 on d8.

For a by-the-book example of a similar methodology, consider the greenhag, which surprises 1-5 in d6. If invisible (which normally would be 1-6 in d6), the greenhag instead surprises 19 in 20.

There are rare instances where surprise could be converted into d100. If the opponent uses a different die than d6 to calculate surprise (d8, d10, even d20), then modifications to their range of being surprised could be calculated on d100 (such as adding 16.67% from the ranger ability to the 5% chance of the creature surprised only 1 in 20). But instead, modify by the same number (applying the “1” from the 1 in 6 chance to the 1 in 20, making the range 2 in 20), because that’s faster, easier, and reflects the increased difficulty to surprise that creature.

Appendix A:  Surprise: An Operational Guide

  1. Roll Move Silently (where applicable) and other effects that determine Hidden or Silent (such as Boots or Cloak of Elvenkind) if and only if they apply to the entire party.
    1. Move Silently (and other effects) provide a Base Surprise modifier you need for the next step
  2. Determine the potential Base Surprise for each involved Party
    1. Normally 2 in 6, this can be modified by Class, Race/Monster, Stealth/Silence, and Alertness
    2. See https://dnd.sinister.net/im-surprised/ for extended details
  3. Roll Base Surprise for each party (normally 1-2 in d6)
  4. Determine Encounter Distance
    1. If any party was surprised: d3″ (indoors); 6d4″ modified by terrain – Base Surprise” (outdoors)
    2. If neither party was surprised: d6 +4″ (indoors); 6d4″ (outdoors). Move on to Initiative
    3. Adjust (if necessary) by line-of-sight/ size of room
  5. Determine party Surprise duration (in segments)
    1. Surprise duration is the same number that determines if the party was surprised (e.g., a party that rolled a 5 when surprised 1-5 in d6 is surprised for 5 segments)
    2. If neither party is surprised, move on to Initiative
    3. If both parties are equally surprised, move on to Initiative
    4. If only one party is surprised, Surprise duration for that party is the Base Surprise.
    5. If one party is more surprised, Surprise duration (in segments) for the most surprised party is: (most surprised party’s Base Surprise) – (least surprised party’s Base Surprise). Only one party will lose segments and be surprised.
  6. Determine individual Surprise duration
    1. Adjust the number of segments each individual in a Surprised party can be affected according to their Dexterity, encumbrance, individual alertness, or other modifiers.
    2. An individual with ≤ 0 Surprise segments remaining will no longer be affected by individual attacks (melee or ranged), but cannot respond in any other way.
  7. Process each Base Surprise segment as a full round in but a single segment (actions 4.A-H).
    1. Movement is 1/10th normal (a single segment)
    2. Casting time is by segment. Any spell not completed in a Surprise segment carries over to the next segment of Surprise, and then carries over into Initiative if still not complete.
    3. Ranged weapons fire at three times the normal rate if ready (in other words, if prior to the first surprise segment: “I’ll nock an arrow”, “Ready weapons and missiles”), otherwise at normal rates (I read this as one arrow the first segment if nocked and ready, and one arrow for each later Surprise segments).
    4. Any individual attack (melee or ranged) against a surprised opponent with no remaining individual surprise segments is deferred to Initiative.
  8. Process extended Surprise
    1. Any individual with remaining Surprise segments can be individually attacked (melee or ranged) for any remaining individual surprise segment. No other actions by attacker(s) are possible.
  9. Roll Initiative
    1. Adjust any spell casting time by whatever arcane method you use for casting time in 1e Initiative.
  10. If at any point a new party enters the fray during Initiative rounds, repeat the Surprise process (above).

References

4Strategic Review, Vol. 1, No. 2, “Rangers: An Exciting New Dungeons & Dragons Class,” Summer 1975.
Dungeons & Dragons Additional Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, Supplement 1: Greyhawk. Gary Gygax and Rob Kuntz, 1976.
Dungeons & Dragons Additional Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, Supplement 2: Blackmoor. Dave Arneson, 1975.
Dungeons & Dragons Additional Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, Supplement 3: Eldritch Wizardry. Gygax & Blume, 1976.
TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
Polyhedron #12, “Dispel Confusion”, 1983, p. 10.
Dragon Magazine, Issue 42, “Sage Advice”, October 1980, p. 23.
1Dragon Magazine, Issue 71, “Deities & Demigods of Greyhawk”, March 1983.
Polyhedron #24, “Dispel Confusion”, 1985, p. 36.
TSR 2017, Unearthed Arcana, 1985.
TSR 2020, Wilderness Survival Guide, 1986.
2Polyhedron #31, “Dispel Confusion”, 1987, p. 29.
6Dragon Magazine, Issue 117, “Sage Advice”, January 1986, p. 54.
Dragon Magazine, Issue 133, “Surprise: Determining who gets the drop on whom”, May 1988.
3Zagyg’s Wisdom, https://www.dragonsfoot.org/forums/viewtopic.php?f=50&t=10004&start=180
https://playingattheworld.blogspot.com/2012/08/gygaxs-thief-addition-1974.html [original thief]
http://murphysvictim.blogspot.com/2013/03/1st-edition-ad-surprise-not-so-difficult.html
https://nagorascorner.blogspot.com/2018/05/surprised-and-confused.html [history]
Great Plains Games Players Newsletter #9.
4Dragonsfoot.org, March 15, 2005. https://www.dragonsfoot.org/forums/viewtopic.php?f=50&t=10004&p=166208  “As far as my intent went, there was no difference between a blow and a missile attack in regards to surprise. So if there are three segments of surprise, the weapon has a RoF of two per segment, then six attacks could indeed be made thus.”