While a lot of folks have commented that when they played AD&D back in the day they swapped out a lot of the more confusing gibberish for simpler rules cribbed from the Basic books. Well, probably because we didn't play Basic D&D long enough to actually learn the rules, my gang went a different direction: we did not use surprise rules at all. Unless one party was lying in
ambush or
actively sneaking up on the other, or one party was clearly distracted
or drunk or asleep--surprise was not a state of being that existed. The side that got the drop on the other based on the situation had a
free round to assault the stooges. Rolling for Surprise! at the start of every
encounter seemed like just another complication in an already
complicated rule set.
But the point of today's post is not to lecture you on the olden ways, but to deliver up a demonstration of Surprise! in action. Continuing on the example from last time when Schlomo, Quisling, and the rest of Party B were surprised by Party A...
Example of Surprise
Six-siders are rolled for surprise:
Party A: 5
Party B: 1
Party B: is surprised for 5-1= 4 segments.
Today we're going to run the above scenario through as it might happen at the gaming table. Party A is a group of
six gnolls patrolling their sector of the dungeon, and Party B is a group of six low level adventurers arguing about how to split up the treasure they just
secured after killing the ogre in room 14. They are:
Schlomo Slow-mo, Cleric, Dex 4: -2 reaction adj.
Quisling the Quickling, Thief/MU, Dex 17: +2 reaction adj.
Spungoir the Spelliferous, MU
Furdok of Burd, Fighter
Kuburt, Monk
Rajoo, Ranger
As already determined the
entire party is surprised for 2 segments after which time Quisling, thanks to his +2 reaction adj. will
move out of surprise, except this time Quisling goes against
his nature and actually stays loyal to his countrymen. Two segments later everyone except Schlomo will awake from their stupor. Schlomo, whose pitiful dex afflicts him with a -2 rx adj., will have to wait until segment 7 before he's paroled.
The Gnolls have a move of 9" and are 20'
away so they won't even be in stabbing range until surprise
segment 2. Wait a second, with a move of 9 inches you can cover most of 18 feet in
2 segments? Fear not, we'll have a How to... session on Movement in AD&D soon.
Segment 1:
Two gnolls lob spears at Party B (not Cardi B) before advancing. One hits Furdok while the other
bounces harmlessly off the wall. Gnoll 6 fires a heavy crossbow for 7 dmg. killing Spungor the Spelliferous--now the Lifeless. The rest of the gnolls move 1/10th of
their move, getting 9' closer to the party. Yes, 9' in 6 seconds is p-a-i-n-f-u-l-l-y slow but there are probably several paragraphs somewhere in the DMG where Gary explains that movement in AD&D does not represent actual spacial displacement over time, but is a conceptual representation of yada yada yada.
Segment 2:
The gnolls now move into melee range and start swiping at Party B. The two who tossed the spears last time choose to charge the party allowing them to cover twice their movement and still get an attack. This makes the other gnolls wonder why they didn't do that in the previous round. [It's probably because they're following this blog series and we haven't covered charging yet.] Anyway, there's one gnoll for each party member because Gnoll 6 is hanging back reloading the heavy crossbow at 3x the normal speed. Let the
slaughter begin!
Segment 3: Quisling--"Quiz" to his friends, at least to the ones he hasn't betrayed yet--is no longer
surprised, so Gnoll 3, who had attacked him the previous segment can no
longer get in those sweet "telling blows." They have to roll
initiative at this point, even though everyone else is still involved in
Surprise.
Quisling: 4, Gnoll: 2.
Quiz gets to swing
first, rolls a 5 and misses with his short sword. Gnoll 3's turn but she says "Screw that, if I
attack you I'm done for the round. There's a guy standing next
to you who'll be surprised for at least 2 more segments, I'm attacking him
instead." She cuffs Schlomo up side the head with a morningstar.
Segment 4: The gnolls keep whaling on the still-surprised party members, some of whom are not looking so hot. Quisling has shot his wad bolt, um, you get the idea, for the round
and should, by standard melee protocol, be feinting, parrying, and dodging
blows from Gnoll 3 for the next 54 seconds. But Gnoll 3 chose instead to attack a still-suprised
party member and therefore remain involved in the Surprise Party.
Quisling has fallen into a rift in the melee continuum: he
has already used his one attack for the
round, but his co-combatant has decided not to return the favor. Does
Quisling have to dance around pretending to dodge and parry blows that no one is delivering? That's preposterous. Does he get to deliver another blow on Gnoll 3? Gnoll 3 isn't surprised
so segment-based telling blows do not apply, but they do apply to his surprised comrades--don't do it Quisling! He resists temptation and wanders
away from combat. [No kiddies, opportunity attacks do not exist in AD&D; for all its flaws it at least has that going for it.]
Segment 5: Everyone
but Schlomo is now un-surprised. If not for Slo-mo Schlomo, we'd start a new round here, but since he's still got 2 more segments of inaction, the Surprise Party continues and we're
gonna' use the same initiative roll from segment 3. That's ok
by Party B since Quisling won that roll; they start retaliating for the
punishment they've taken. Most of the gnolls now engage in normal melee,
Gnoll 5 drops Furdok of Burd with a blow from his zwei-handed sword, but Gnolls 3 & 4 are still attacking poor Schlomo rather than join the regular
initiative. Quisling, still occupying the rift in the space time
continuum, takes this opportunity to cast a 1 segment spell, magic
missile, at Gnoll 3.
Segment 6: There are still 2
gnolls who insist on beating on poor Schlomo, and Gnoll 5, having used
his regular melee attack to kill Furdok during the last segment, decides
he wants to go back to the Surprise party and attack Schlomo too. The players all cry foul but the DM persists and Gnoll 5 swings at the beleaguered cleric anyway, hitting for 3 pts of dmg. Schlomo--shockingly--withstands the blow and, even worse for the DM, the players will absolutely use this decision against him in the future.
Segment 7/New Round: Yahweh smiles on Schlomo today, for he has miraculously survived 10 attack rolls from the gnolls and is finally unsurprised. A new round begins and initiative is rolled, much to the chagrin of Gnoll 6--remember her?-- who has finally finished reloading that stupid freakin' crossbow. She will certainly be razzed for this in the mess hall tonight. The PCs, who are busy filing a meta-gaming complaint against Gnoll 5, lose the initiative. Rajoo and Kuburt both fall under gnollish battle axes leaving just Quisling and the sluggish and heavily battered Schlomo to face off against six gnolls. Quisling regrets not betraying his chums when he had the chance.