Jan 06, 2016 by [ "James R. Miller"
]
Categories:
rpgs
Tags:
dnd
5e
rules
surprise
Surprise in 5E
Adjudicating surprise is something that I mess up in my games from time to time.
Whether I’m following the “rule-of-cool” or whether I succumb to my players
asking for a surprise round, I’m guilty of not adjudicating surprise according
to RAW. Read on for a quick summary of 5E’s surprise rules and a few examples.
Where are the rules?
- Page 189 of the Player’s Handbook (“PHB”)
- Page 69 of the Basic Rules version 0.3.4 Printer Friendly PDF (“BR”)
found here
- The starter set adventure Lost Mines of Phandelver also has a brief
discussion on surprise on page 7
Summary:
- The GM determines surprise;
- If neither side is sneaking up or trying to be stealthy then there is no
surprise;
- If one or more sides are trying to be stealthy, then all hiding creatures
(including both PCs and NPCs) roll a Stealth check;
- Compare that stealth check against the passive perception (“PP”) score of each
opposing creature;
- If the PP is equal to or greater than the Stealth check, then that creature is
not surprised;
- Note: if a creature notices any threat then that creature is not
surprised, even if the rogue had a really high stealth check that the creature
didn’t notice but the creature did notice the clanking cleric with a poor
stealth check;
- If surprised, you can’t move, can’t take an action, it’s implied you can’t
take a bonus action, and you can’t take a reaction until that turn ends.
Further, it’s 5E and we have a lot of GM discretion. Sometimes, the GM is going
to use common sense to say that a creature is or is not surprised based on the
action and flow at the table. Sometimes that beats all the extra dice rolling
and comparing stealth checks to passive perceptions. Sometimes “rule-of-cool”
outweighs the system. But be careful to not be too lax in granting surprise
because it creates a huge advantage (based on action economy) for the
non-surprised creatures.
Example:
Cleric, Rogue, and Fighter are trying to sneak through some woods towards a group
of 4 Goblins eating dinner around a small campfire.
- GM: You’re about 100’ away from what looks like a small campfire with 4
goblins around them. You’re fairly sure you haven’t been spotted by the
group. What do you do?
- Rogue: I want to sneak as slowly and quietly as possible to get into
position to attack with my short sword.
- Fighter: I’m going to follow the rogue, 10’ behind trying to be as quiet as
possible, minding where I step.
- Cleric: I’m going to try and keep up with the fighter as quietly as I can
move although I’m in full plate armor.
- GM: Ok, everyone give me stealth checks please.
- Cleric rolls a 5 (disadvantage on stealth rolls from heavy armor), Rogue rolls a 21, and Fighter rolls a 15. The goblin’s PP
is 12.
- GM: Ok, Rogue you manage to get into position just fine and it doesn’t look
like you’ll be spotted. Fighter, you also look pretty safe as far as being
spotted. However, Cleric, as you get close, two things happen, your armor
clanks loudy, and you step on a loud stick the snaps with a sharp “crack”.
Roll initiative.
In the above example, none of the goblins will be surprised. Why? Because they
all heard the Cleric even if they didn’t notice the Rogue and the Fighter. If
the Cleric had stayed behind or if the Cleric’s roll was 12 or higher, all of
the goblins would have been surprised.
So, surprise is a weak-link-in-the-chain mechanic. You’re only
as surprise-y as your least stealthy party member.