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Friday, February 4, 2022

"The Telling Blow" or, How to read the AD&D rules Part XXIV.A: Combat, Surprise

Since no one wants to read a spell by spell re-cap of AD&D, I'm skipping ahead to the meat of the matter: Combat. We're now looking at the DMG folks, page 61. Huge chunks of text in full-justified paragraphs; I have as much difficulty wading through this stuff now as I did when I was 11. 

Paragraphs 1, 3, and 4 all go on about the 1 minute melee round; as long as you understand that melee rounds in AD&D are 1 minute long then you need not read them. And paragraph 2 starts out: "As has been detailed, hit points are not actually a measure of physical damage..." so you can stop reading there if you don't need to hear that sermon again. Just like that we're at the bottom of the page where we find the first step for encounter and combat:

Surprise

  1. Determine surprise: each party rolls a d6, if either or both parties roll a 1 or 2 then the party that rolls lowest is surprised. 

So, surprise dice are rolled and:

Party A: 6
Party B: 3
Neither party is surprised. 
 
Party A: 1
Party B: 3
Party A is surprised 
 

That seems simple enough, right? Too simple for a game called Advanced D&D so Gygax wrote 12 freaking paragraphs of obfuscation on the matter, ensuring that all but the most tenacious of rules lawyers would look elsewhere--like Basic D&D--for a simpler rule or ignore surprise rules altogether. 

Now, I can condense Gary's Compleat and Comprehensive Treatise on Inflicting Surprise on One or More Parties During an Encounter in the Strategic Fantastical Roleplaying Game of Advanced Dungeons, and/or Dragons to a couple of paragraphs for you [Edit: No I can't.], but even that will be painful to read so for those not wanting to waste another moment of their lives on this topic, rest assured that most folks just gave the surprisers 1 free round of action while the surprisee's stood/sat/lay their in stunned silence.

Diehards Only

Have we got rid of all the lightweights? Good, let's dig in:

Like I said, each party rolls a d6 for surprise. If one or both parties roll either a 1 or a 2, then the party that rolls higher is supposed to subtract the low-roller's dice roll from their own, the result is how many segments of free action they have before the surprised party can react, segments being 1/10th of a round which, as Gary has just spent 3 very lengthy paragraphs explaining, are 1 minute long.  [A segment is 6 seconds long, equal to a round in modern D&D, so you 5e kids are finally in your comfort zone]. It looks something like this:
 
Party A: 5
Party B: 1
Party B: is surprised for 5-1= 4 segments.
 
The surprisers, in this case Party A, have 4 segments to act. During each segment of surprise they can move 1/10th of their full movement rate, avoid, parley, and, yes, melee attack the crap out of your ass as if each segment was an entire round! As Gary puts it, because the surprisees are inert, the surprisers can get in "telling blows" in just a 6 second window. This gets back to all the dancing around and feinting and what have you that goes on in a 1 minute melee round.

We're not done yet though because each surprised individual modifies its time in the surprise zone based on their Dexterity. Remember attack/reaction adjustment? Attack is clear, add that to your to hit roll when attacking with missile weapons. This is where the reaction half of he equation comes in: if your party is surprised, each individual adds its dex adj. to the surprise roll for determining how long they are surprised. As an example:

Only 2 members of party B (above) have exceptional dexterities: 

Quisling the Quickling, Dex 17, +2 rx.

Schlomo the Slow-mo, Dex 4, -2 rx adj.  

  • Note: because of Schlomo's egregiously low Dex, we know that he is a cleric. We can surmise from his name that he is likely a rabbi.
  • Further note: it is unlikely in the extreme that anyone would willingly put a 4 on Dex because that would also give you a |3| AC penalty,* i.e., Schlomo's chainmail and shield would give him an AC of 7 instead of the typical 4. That's bad, new schoolers.

*When you're digging around for the "absolute value" symbol you truly appreciate what a pain in the ass descending AC is.

Quisling adds 2 to the surprise roll, which was 1, so: 1+2=3, less than 5 so he is still surprised, but only for 2 segments. And, true to his name, he uses the segments gained to sell out the rest of his compatriots before they can become un-surprised.

Schlomo on the other hand subtracts 2 from the surprise roll; he is surprised for 6 segments and is the last to understand the treachery of his erstwhile colleague.  

Missile Fire During Surprise

In the PHB discussion of surprise Uncle Gareth informs us that 

"Physical attacks during surprise are also possible on a 1 segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature." 

which sure seems to imply that you can launch missiles at a rate of 1 per segment. However, by the time he wrote the DMG he must've realized that just because you can get in more telling blows when your opponent is in a state of stunned surprise doesn't mean you can crank a heavy crossbow 20 times faster.

Instead, the DMG informs us that during surprise you can launch missiles at 3 times the normal rate. Sadly, rate of fire for missiles is given in rounds not segments, so we're going to have to do some math. There are 10 segments in a round and 10 isn't divisible by 3 so the math is not going to be pretty. Stop making up excuses and get on with it DChucks:

You can launch 2 arrows from your composite short bow per round so in a surprise situation you can fire 3x2 = 6 per 10 segments which simplifies to 3 per 5, or 1 every 1.666 segments or, basically, 1 arrow every other segment. Now do the same for the rest...

If Gary didn't hate us so much he would have just made a handy table like this:

How much damage would a heavy crossbow
have to do before you would consider using one?


Did I cover everything? I'm not sure, so next time I'll run a sample surprise encounter to see how this all works in action.

4 comments:

  1. Which is why EVERYONE I knew playing AD&D in the early 80s used the B/X (OD&D) standard initiative and surprise rules.

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  2. It gets more fun when you add in barbarians and they’re surprised on a 1 in 10 and the mooks are now 3 in 6. 9 segments of surprise anyone? Remember monsters don’t get the high dex adjustment, so that could be 12 segments of surprise! Surprise, indeed. But aren’t there only 10 segments in a round?

    But I don’t think this is quite it. I’ve reviewed ADDICT by David Prada and he recommends converting to percentages per Dragon #74 and then dividing the difference by 16 2/3 to get the surprise segments.

    But I don’t think this is it either. I think you count the pips on the dice. If you are surprised on a 2 in 6, and you roll a 1, you’re surprised for 1 segment. Roll a 2 and it’s two segments. And if you’re surprised on a 3 in 6 and you roll a 3 you’re surprised for three segments.

    There’s more. If our barbarian is trying to surprise our mooks and she rolls a 1 and they roll a 1, 2, or 3, then the mooks are surprised, but for 1 less (the barbarian’s roll) segment. If the mooks roll a 1 and the barbarian rooks a 1 surprise is negated as they spend a segment gawking at each other. If the mooks roll a 2, to the barbarian’s 1 then it’s a segment of surprise against the mooks.

    Let’s say two normals are in a potential surprise situation. Both are 2 in 6. A rolls a 5, B rolls a 2. 2 segments of free action for A. A rolls a 5, B rolls a 1 and it’s 1 segment of free action for A. If A rolls 1 and B rolls 2, A gets 1 segment on B, after they both gawk for a segment.

    After you figure out surprise segments you do reaction adjustments for high Dex. Those adjustments give the individual more or less segments of surprise. In the A & B example, if A had a 16 Dex, then A’s surprise segments would be 3, 2 & 2 above, instead of 2, 1 & 1.

    Maybe I’m wrong. Probably. We’ll never know, because GG took 12 paragraphs to explain 3 sentences and a two column chart worth of game mechanics, therefore ensuring that no one would ever be able to figure it out without playing with the guy himself. Probably not then either.

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  3. 7 paragraphs, Orig. Carl. Not bad, just 5 more to go.

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  4. I wrote it after midnight. I can tighten it up to 3 sentences and a 2-column chart, I think. :)

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