What to do when surprise and a high initiative roll conflict with the narrative?What happens when initiative...
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What to do when surprise and a high initiative roll conflict with the narrative?
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What to do when surprise and a high initiative roll conflict with the narrative?
What happens when initiative allows a player to act before the player that started the combat?When exactly does combat start and surprise take effect?False Appearance, Movement, Surprise, and the Unseen Attacker bonusHow do I resolve RAW and 'common sense', with the phrase 'When you roll for initiative', when combined with initiative variants?How do you handle “until next turn” effects with the Speed Factor Initiative Variant?What happens when initiative allows a player to act before the player that started the combat?Handling fights with many combatants and constantly changing initiative valuesWhat are the rules for introducing new creatures with initiative in battle?Does surprise begin during the planning of an ambush?How should I deal with a player telling other players when and what to roll?If an attack alerts someone to your presence, can their initiative save them from being surprised in time?How to properly initiate combat when leading with an assassination as an Assassin Rogue?
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Consider the following situation. Two creatures A and B sneak up on a creature X, successfully remaining unnoticed by it. Without signalling this to B in any way, A then throws a dagger at X from its hiding place. This starts the encounter: It is determined that X is surprised and everyone has to roll for initiative: A rolls a 1, B rolls a 10, X rolls a 20. So X goes first, but cannot do anything on its turn, as it's surprised. Next up is B, who goes into melee and attacks X but misses. X can then use its reaction (since its turn has ended) for the Riposte Maneuver by which it kills B.
Isn't this really, really strange from a narrative point of view? The idea is that the encounter is triggered by A throwing the dagger from hiding (successful Stealth check), but as it turns out, B is already killed by the surprised X, before that trigger even occurs?!
Question 1: Am I right that this is in fact the right way to proceed by RAW?
Question 2: Are there common alternative ways of handling such a situation as a DM?
(Related, even possible duplicates: When exactly does combat start and surprise take effect? & What happens when initiative allows a player to act before the player that started the combat?)
dnd-5e initiative reactions surprise
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add a comment |
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Consider the following situation. Two creatures A and B sneak up on a creature X, successfully remaining unnoticed by it. Without signalling this to B in any way, A then throws a dagger at X from its hiding place. This starts the encounter: It is determined that X is surprised and everyone has to roll for initiative: A rolls a 1, B rolls a 10, X rolls a 20. So X goes first, but cannot do anything on its turn, as it's surprised. Next up is B, who goes into melee and attacks X but misses. X can then use its reaction (since its turn has ended) for the Riposte Maneuver by which it kills B.
Isn't this really, really strange from a narrative point of view? The idea is that the encounter is triggered by A throwing the dagger from hiding (successful Stealth check), but as it turns out, B is already killed by the surprised X, before that trigger even occurs?!
Question 1: Am I right that this is in fact the right way to proceed by RAW?
Question 2: Are there common alternative ways of handling such a situation as a DM?
(Related, even possible duplicates: When exactly does combat start and surprise take effect? & What happens when initiative allows a player to act before the player that started the combat?)
dnd-5e initiative reactions surprise
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possible duplicate of this question
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– fiend
8 hours ago
3
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This question is not opinion based and has a clear answer.
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– krb
8 hours ago
4
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@krb, if you believe that, as I do, vote to reopen. It also isn't a dup, as it is asking for alternatives to RAW. I still don't get how these end up "opinion based" (when they have clear answers) and "problem player" and "problem DM" posts aren't.
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– J. A. Streich
8 hours ago
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I don't have enough reputation to vote.
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– krb
8 hours ago
4
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@MarkWells Though I personally agree that the question is Stackable, you are making some pretty reductive assumptions about your fellow community members' actions and intentions. If you have an issue with something that was or is being done, take it to Meta, please. All leaving a comment does is clutter up actually helping the post.
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– Rubiksmoose
8 hours ago
add a comment |
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Consider the following situation. Two creatures A and B sneak up on a creature X, successfully remaining unnoticed by it. Without signalling this to B in any way, A then throws a dagger at X from its hiding place. This starts the encounter: It is determined that X is surprised and everyone has to roll for initiative: A rolls a 1, B rolls a 10, X rolls a 20. So X goes first, but cannot do anything on its turn, as it's surprised. Next up is B, who goes into melee and attacks X but misses. X can then use its reaction (since its turn has ended) for the Riposte Maneuver by which it kills B.
Isn't this really, really strange from a narrative point of view? The idea is that the encounter is triggered by A throwing the dagger from hiding (successful Stealth check), but as it turns out, B is already killed by the surprised X, before that trigger even occurs?!
Question 1: Am I right that this is in fact the right way to proceed by RAW?
Question 2: Are there common alternative ways of handling such a situation as a DM?
(Related, even possible duplicates: When exactly does combat start and surprise take effect? & What happens when initiative allows a player to act before the player that started the combat?)
dnd-5e initiative reactions surprise
$endgroup$
Consider the following situation. Two creatures A and B sneak up on a creature X, successfully remaining unnoticed by it. Without signalling this to B in any way, A then throws a dagger at X from its hiding place. This starts the encounter: It is determined that X is surprised and everyone has to roll for initiative: A rolls a 1, B rolls a 10, X rolls a 20. So X goes first, but cannot do anything on its turn, as it's surprised. Next up is B, who goes into melee and attacks X but misses. X can then use its reaction (since its turn has ended) for the Riposte Maneuver by which it kills B.
Isn't this really, really strange from a narrative point of view? The idea is that the encounter is triggered by A throwing the dagger from hiding (successful Stealth check), but as it turns out, B is already killed by the surprised X, before that trigger even occurs?!
Question 1: Am I right that this is in fact the right way to proceed by RAW?
Question 2: Are there common alternative ways of handling such a situation as a DM?
(Related, even possible duplicates: When exactly does combat start and surprise take effect? & What happens when initiative allows a player to act before the player that started the combat?)
dnd-5e initiative reactions surprise
dnd-5e initiative reactions surprise
edited 8 hours ago
Mars Plastic
asked 9 hours ago
Mars PlasticMars Plastic
362217
362217
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possible duplicate of this question
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– fiend
8 hours ago
3
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This question is not opinion based and has a clear answer.
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– krb
8 hours ago
4
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@krb, if you believe that, as I do, vote to reopen. It also isn't a dup, as it is asking for alternatives to RAW. I still don't get how these end up "opinion based" (when they have clear answers) and "problem player" and "problem DM" posts aren't.
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– J. A. Streich
8 hours ago
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I don't have enough reputation to vote.
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– krb
8 hours ago
4
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@MarkWells Though I personally agree that the question is Stackable, you are making some pretty reductive assumptions about your fellow community members' actions and intentions. If you have an issue with something that was or is being done, take it to Meta, please. All leaving a comment does is clutter up actually helping the post.
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– Rubiksmoose
8 hours ago
add a comment |
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possible duplicate of this question
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– fiend
8 hours ago
3
$begingroup$
This question is not opinion based and has a clear answer.
$endgroup$
– krb
8 hours ago
4
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@krb, if you believe that, as I do, vote to reopen. It also isn't a dup, as it is asking for alternatives to RAW. I still don't get how these end up "opinion based" (when they have clear answers) and "problem player" and "problem DM" posts aren't.
$endgroup$
– J. A. Streich
8 hours ago
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I don't have enough reputation to vote.
$endgroup$
– krb
8 hours ago
4
$begingroup$
@MarkWells Though I personally agree that the question is Stackable, you are making some pretty reductive assumptions about your fellow community members' actions and intentions. If you have an issue with something that was or is being done, take it to Meta, please. All leaving a comment does is clutter up actually helping the post.
$endgroup$
– Rubiksmoose
8 hours ago
$begingroup$
possible duplicate of this question
$endgroup$
– fiend
8 hours ago
$begingroup$
possible duplicate of this question
$endgroup$
– fiend
8 hours ago
3
3
$begingroup$
This question is not opinion based and has a clear answer.
$endgroup$
– krb
8 hours ago
$begingroup$
This question is not opinion based and has a clear answer.
$endgroup$
– krb
8 hours ago
4
4
$begingroup$
@krb, if you believe that, as I do, vote to reopen. It also isn't a dup, as it is asking for alternatives to RAW. I still don't get how these end up "opinion based" (when they have clear answers) and "problem player" and "problem DM" posts aren't.
$endgroup$
– J. A. Streich
8 hours ago
$begingroup$
@krb, if you believe that, as I do, vote to reopen. It also isn't a dup, as it is asking for alternatives to RAW. I still don't get how these end up "opinion based" (when they have clear answers) and "problem player" and "problem DM" posts aren't.
$endgroup$
– J. A. Streich
8 hours ago
$begingroup$
I don't have enough reputation to vote.
$endgroup$
– krb
8 hours ago
$begingroup$
I don't have enough reputation to vote.
$endgroup$
– krb
8 hours ago
4
4
$begingroup$
@MarkWells Though I personally agree that the question is Stackable, you are making some pretty reductive assumptions about your fellow community members' actions and intentions. If you have an issue with something that was or is being done, take it to Meta, please. All leaving a comment does is clutter up actually helping the post.
$endgroup$
– Rubiksmoose
8 hours ago
$begingroup$
@MarkWells Though I personally agree that the question is Stackable, you are making some pretty reductive assumptions about your fellow community members' actions and intentions. If you have an issue with something that was or is being done, take it to Meta, please. All leaving a comment does is clutter up actually helping the post.
$endgroup$
– Rubiksmoose
8 hours ago
add a comment |
5 Answers
5
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Yes, That Description is RAW
That is the way mechanics happens in RAW. How you narrate that to make sense is up to you. Remember the rules are simulationist, and everything that happens in a round is happening inside 6 seconds and at the "same time".
Two Common Alternatives
There are two common alternatives I've seen:
Surprise Round - Borrowing from other system, including 3.5 and Pathfinder, some DMs I've seen hold on to a full surprise round. It would mean the surprised creature doesn't get its reaction back until after B has gone.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
(DnD 3.5)
The action that starts surprise combat happens before the first round - The dagger is thrown and damage dealt, then initiative is rolled, and the creature has the surprised condition for the first round of combat. This is what I play, and I first saw it in how Matt Mercer of Critical Role DMs.
The players must have passed a stealth check against the character's perception. Note, that players don't know if they are really hidden, until they attempt to sneak by or attack. If they aren't stealthy as they think, I narrate something like, "You ready your dagger to throw, and X looks at you. Roll initiative."
I allow monsters to do it very occasionally as well (if players can, the NPCs can, too). It works well with narrative. I make the stealth check behind the screen, check the passive perception, or ask for a roll (roll is better here, as it lets the players feel I didn't do arbitrarily). Then, "You feel a sharp pain as you down you notice an arrow has sprouted from the joint in the armor. You look around to find the source. You are surprised to see X staring at you. Roll initiative." And if it fails to beat their perception check when a monster tries it, my players love it. "You see an X creeping in the forest, it appears to think you don't see him. What would you like to do?"
From comments, it has also been suggested that a common method is to give a initiative bonus to the surprise attacker who starts the combat, or to just let them go first in the initiative order. This works with the narrative and isn't as powerful as 1 or 2, and is less likely to have balance issues.
Game Designers and Initiative
There are a few other options for how initiative is done posted by game designer Mike Mearls to Unearthed Arcana back in 2017. In it he proposes initiative is calculated the other way, higher number goes last. Surprise adds 10 to the initiative and the creature can't take reactions until its turn. This isn't a common way, but it is very interesting.
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With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
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– Mark Wells
7 hours ago
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Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
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– J. A. Streich
7 hours ago
2
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Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
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– Rubiksmoose
7 hours ago
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1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
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– Mars Plastic
7 hours ago
3
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The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
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– KorvinStarmast
6 hours ago
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show 1 more comment
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The narration of the event seems strange to you because you are confusing the planned order of events with the actual order of events.
The plan was that the encounter begins when A throws their dagger. So if the characters had followed the plan then the order of events for round 1 would have been:
- X does nothing because they don't know they are in an encounter yet.
- B has their turn and prepares an action to attack X, specifying that
the trigger for their action is A's attack. - A throws the dagger.
- B performs their prepared action.
But the characters did not follow the plan. Instead:
- X did nothing.
- B got excited and attacked early.
- A attacked.
As you can see, the narration is clear for both orders of events so long as you are viewing them in the correct context.
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Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
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– CTWind
8 hours ago
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@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
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– Mars Plastic
8 hours ago
4
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@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
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– Eikre
5 hours ago
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-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
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– Cubic
4 hours ago
add a comment |
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Your interpretation of the rule is correct
According to D&D Beyond's Chapter 9: Combat, under Surprise,
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
After that turn (the surprised creature's turn) ends, it is then free to take a reaction, as the rule removes any such restrictions at the end of that turn.
RAW does (indirectly) provide a narrative way to parse the sequence of events
From the same chapter, under The Order of Combat, D&D Beyond says
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world.
and then later under Movement and Position,
In combat, characters and monsters are in constant motion...
So, our characters aren't actually just standing around and waiting for their turn to move and fight. They're moving around, striking, parrying, flourishing, and so on, all at the same time, and the game just uses the turn system to sort it all out in a useful way.
In other words, there is a lot of maneuvering going on that just doesn't make it into the mechanical turn system. Everything's basically happening at about the same time, and the game just uses turns and rounds to mechanically sort it out.
How does this help us?
Well, let's take your example.
A triggers the fight with a sneaky stealth attack, but X wins on initiative and goes first, with B going second, and A going last. So the scene plays out like this.
A starts to move in to attack. X, going first, becomes aware of A and B, but since it didn't perceive a threat before this, it is surprised and unable to act on this. Nevertheless, X had particularly good reaction time (represented by the high initiative) and quickly recovers from its surprise. Now it's prepared for the attack.
B then gets their turn. Whether they're jumping the gun, noticed the quick recovery of X, or decide to ready an action according to the plan, they still got higher initiative than A and so are just a little bit faster to respond to unfolding events.
Now it's A's turn. At this point, A might know that their plan has been foiled, and that the surprise is lost. They might also be aware that B was just a little bit quicker to pick up on this and react accordingly. Regardless, all of this happened in the mere moments between A deciding to attack and A actually attacking, since all of this is happening at about the same time.
My own experience with this approach
I've used this approach before, though not always with surprise in play. In fact, one situation was almost exactly like the one you've described in every other way.
Player A initiates combat by attacking. Player B gets the highest on initiative, monster X goes second, and Player A goes last. So, I explained it by saying that, though A begins his attack, monster X is ready for this and acts faster. Player B sees this and manages to act even faster than X, and ends up going first.
I compressed the next few actions narratively into a couple of moments of who can react the fastest (since the round is "about" six seconds), and it made a pretty neat narrative sequence that left both players excited, rather than player A feeling cheated out of a cool moment.
Where surprise is in effect, I've explained it by saying that X hesitates before acting as they have to figure out what's going on, but they just recover and collect themselves faster than the other lower initiative monsters do. If X goes before the party, then I just say that as the party begins to act, X becomes aware of them and, though surprised, quickly recovers and reacts.
This generally has had the effect of making my players' enemies feel competent, rather than leaving the players robbed of their moment.
Obviously you don't have to play this way.
But if you want to use RAW in regard to surprise, and you don't want to steal your players' thunder while you're at it, this is a good way to do it.
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The issue I see in this scenario is that one player broadcasted their intent ahead of their turn, and the other did not, so the narrative only seems unusual because the decision of what's happening in the ambush was only partially made outside the context of turn order.
To resummarize my understanding of the narrative, A stated they wished to take a combat action, so the DM dropped into initiative to manage the situation. At this point, A's statement of wanting to throw the dagger at X is basically just a statement of intent, not something that has been 'locked in'/happened yet.
X went first (doing nothing but no longer being surprised), so narratively they may have noticed something was happening at the last split second and are no longer completely unaware (can react, etc.).
The perceived conflict at this point is due to B taking an action they did not state before combat began. There's nothing inherently wrong with that- maybe they simply didn't get a chance to, as A was leading the narrative at the time or something along those lines. However, if their intent was to act after A threw their dagger, B should have readied their action with that event as the trigger.
I would suggest that the DM should assist in preventing these conflicts in one of two ways:
1) Highlight the fact that A's proposed course of action caused initiative order to start, but has not happened yet: "Ok, A wants to throw a dagger at X, so let's roll initiative to manage this ambush. Ok, B, you're up before A- as you're closing on in X, you see A looking like they're pulling back to throw a dagger, what do you do?"
2) Make sure everyone states what their proposed course of action for the ambush is before entering initiative, so there's a more full image of the plan before people's turns happen and that conflict between planned and actual narrative doesn't exist: "Ok, A wants to throw a dagger at X. B, you're also closing in on X, what are you trying to do? Are you waiting to see what happens with A's throw, or are you also attacking now? [...] Ok then, let's roll initiative."
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Initiative is not "who starts first"; it is "who finishes first"
Strange issues like this make sense when you realise that the initiative roll is tracking the order of resolution of actions, not the order of the start of actions.
In the example in the question.
A starts to throw the dagger.
X is quick off the mark and would normally have time to react before the dagger hits, but were surprised so can't do much more than say "wha?".
B saw A start to throw the dagger (perhaps they saw the movement of the arm or the drawing in of breath) and reacts by attacking X. They have quicker reactions than A so their attack gets resolved before A's action. As a result, X gets to react (since they were really on the ball, with an initiative of 20).
Finally, A gets the dagger in the air, so we resolve their attack.
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Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
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– Mars Plastic
3 hours ago
add a comment |
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5 Answers
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5 Answers
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$begingroup$
Yes, That Description is RAW
That is the way mechanics happens in RAW. How you narrate that to make sense is up to you. Remember the rules are simulationist, and everything that happens in a round is happening inside 6 seconds and at the "same time".
Two Common Alternatives
There are two common alternatives I've seen:
Surprise Round - Borrowing from other system, including 3.5 and Pathfinder, some DMs I've seen hold on to a full surprise round. It would mean the surprised creature doesn't get its reaction back until after B has gone.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
(DnD 3.5)
The action that starts surprise combat happens before the first round - The dagger is thrown and damage dealt, then initiative is rolled, and the creature has the surprised condition for the first round of combat. This is what I play, and I first saw it in how Matt Mercer of Critical Role DMs.
The players must have passed a stealth check against the character's perception. Note, that players don't know if they are really hidden, until they attempt to sneak by or attack. If they aren't stealthy as they think, I narrate something like, "You ready your dagger to throw, and X looks at you. Roll initiative."
I allow monsters to do it very occasionally as well (if players can, the NPCs can, too). It works well with narrative. I make the stealth check behind the screen, check the passive perception, or ask for a roll (roll is better here, as it lets the players feel I didn't do arbitrarily). Then, "You feel a sharp pain as you down you notice an arrow has sprouted from the joint in the armor. You look around to find the source. You are surprised to see X staring at you. Roll initiative." And if it fails to beat their perception check when a monster tries it, my players love it. "You see an X creeping in the forest, it appears to think you don't see him. What would you like to do?"
From comments, it has also been suggested that a common method is to give a initiative bonus to the surprise attacker who starts the combat, or to just let them go first in the initiative order. This works with the narrative and isn't as powerful as 1 or 2, and is less likely to have balance issues.
Game Designers and Initiative
There are a few other options for how initiative is done posted by game designer Mike Mearls to Unearthed Arcana back in 2017. In it he proposes initiative is calculated the other way, higher number goes last. Surprise adds 10 to the initiative and the creature can't take reactions until its turn. This isn't a common way, but it is very interesting.
$endgroup$
$begingroup$
With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
$endgroup$
– Mark Wells
7 hours ago
$begingroup$
Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
$endgroup$
– J. A. Streich
7 hours ago
2
$begingroup$
Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
$endgroup$
– Rubiksmoose
7 hours ago
$begingroup$
1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
$endgroup$
– Mars Plastic
7 hours ago
3
$begingroup$
The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
$endgroup$
– KorvinStarmast
6 hours ago
|
show 1 more comment
$begingroup$
Yes, That Description is RAW
That is the way mechanics happens in RAW. How you narrate that to make sense is up to you. Remember the rules are simulationist, and everything that happens in a round is happening inside 6 seconds and at the "same time".
Two Common Alternatives
There are two common alternatives I've seen:
Surprise Round - Borrowing from other system, including 3.5 and Pathfinder, some DMs I've seen hold on to a full surprise round. It would mean the surprised creature doesn't get its reaction back until after B has gone.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
(DnD 3.5)
The action that starts surprise combat happens before the first round - The dagger is thrown and damage dealt, then initiative is rolled, and the creature has the surprised condition for the first round of combat. This is what I play, and I first saw it in how Matt Mercer of Critical Role DMs.
The players must have passed a stealth check against the character's perception. Note, that players don't know if they are really hidden, until they attempt to sneak by or attack. If they aren't stealthy as they think, I narrate something like, "You ready your dagger to throw, and X looks at you. Roll initiative."
I allow monsters to do it very occasionally as well (if players can, the NPCs can, too). It works well with narrative. I make the stealth check behind the screen, check the passive perception, or ask for a roll (roll is better here, as it lets the players feel I didn't do arbitrarily). Then, "You feel a sharp pain as you down you notice an arrow has sprouted from the joint in the armor. You look around to find the source. You are surprised to see X staring at you. Roll initiative." And if it fails to beat their perception check when a monster tries it, my players love it. "You see an X creeping in the forest, it appears to think you don't see him. What would you like to do?"
From comments, it has also been suggested that a common method is to give a initiative bonus to the surprise attacker who starts the combat, or to just let them go first in the initiative order. This works with the narrative and isn't as powerful as 1 or 2, and is less likely to have balance issues.
Game Designers and Initiative
There are a few other options for how initiative is done posted by game designer Mike Mearls to Unearthed Arcana back in 2017. In it he proposes initiative is calculated the other way, higher number goes last. Surprise adds 10 to the initiative and the creature can't take reactions until its turn. This isn't a common way, but it is very interesting.
$endgroup$
$begingroup$
With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
$endgroup$
– Mark Wells
7 hours ago
$begingroup$
Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
$endgroup$
– J. A. Streich
7 hours ago
2
$begingroup$
Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
$endgroup$
– Rubiksmoose
7 hours ago
$begingroup$
1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
$endgroup$
– Mars Plastic
7 hours ago
3
$begingroup$
The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
$endgroup$
– KorvinStarmast
6 hours ago
|
show 1 more comment
$begingroup$
Yes, That Description is RAW
That is the way mechanics happens in RAW. How you narrate that to make sense is up to you. Remember the rules are simulationist, and everything that happens in a round is happening inside 6 seconds and at the "same time".
Two Common Alternatives
There are two common alternatives I've seen:
Surprise Round - Borrowing from other system, including 3.5 and Pathfinder, some DMs I've seen hold on to a full surprise round. It would mean the surprised creature doesn't get its reaction back until after B has gone.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
(DnD 3.5)
The action that starts surprise combat happens before the first round - The dagger is thrown and damage dealt, then initiative is rolled, and the creature has the surprised condition for the first round of combat. This is what I play, and I first saw it in how Matt Mercer of Critical Role DMs.
The players must have passed a stealth check against the character's perception. Note, that players don't know if they are really hidden, until they attempt to sneak by or attack. If they aren't stealthy as they think, I narrate something like, "You ready your dagger to throw, and X looks at you. Roll initiative."
I allow monsters to do it very occasionally as well (if players can, the NPCs can, too). It works well with narrative. I make the stealth check behind the screen, check the passive perception, or ask for a roll (roll is better here, as it lets the players feel I didn't do arbitrarily). Then, "You feel a sharp pain as you down you notice an arrow has sprouted from the joint in the armor. You look around to find the source. You are surprised to see X staring at you. Roll initiative." And if it fails to beat their perception check when a monster tries it, my players love it. "You see an X creeping in the forest, it appears to think you don't see him. What would you like to do?"
From comments, it has also been suggested that a common method is to give a initiative bonus to the surprise attacker who starts the combat, or to just let them go first in the initiative order. This works with the narrative and isn't as powerful as 1 or 2, and is less likely to have balance issues.
Game Designers and Initiative
There are a few other options for how initiative is done posted by game designer Mike Mearls to Unearthed Arcana back in 2017. In it he proposes initiative is calculated the other way, higher number goes last. Surprise adds 10 to the initiative and the creature can't take reactions until its turn. This isn't a common way, but it is very interesting.
$endgroup$
Yes, That Description is RAW
That is the way mechanics happens in RAW. How you narrate that to make sense is up to you. Remember the rules are simulationist, and everything that happens in a round is happening inside 6 seconds and at the "same time".
Two Common Alternatives
There are two common alternatives I've seen:
Surprise Round - Borrowing from other system, including 3.5 and Pathfinder, some DMs I've seen hold on to a full surprise round. It would mean the surprised creature doesn't get its reaction back until after B has gone.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
(DnD 3.5)
The action that starts surprise combat happens before the first round - The dagger is thrown and damage dealt, then initiative is rolled, and the creature has the surprised condition for the first round of combat. This is what I play, and I first saw it in how Matt Mercer of Critical Role DMs.
The players must have passed a stealth check against the character's perception. Note, that players don't know if they are really hidden, until they attempt to sneak by or attack. If they aren't stealthy as they think, I narrate something like, "You ready your dagger to throw, and X looks at you. Roll initiative."
I allow monsters to do it very occasionally as well (if players can, the NPCs can, too). It works well with narrative. I make the stealth check behind the screen, check the passive perception, or ask for a roll (roll is better here, as it lets the players feel I didn't do arbitrarily). Then, "You feel a sharp pain as you down you notice an arrow has sprouted from the joint in the armor. You look around to find the source. You are surprised to see X staring at you. Roll initiative." And if it fails to beat their perception check when a monster tries it, my players love it. "You see an X creeping in the forest, it appears to think you don't see him. What would you like to do?"
From comments, it has also been suggested that a common method is to give a initiative bonus to the surprise attacker who starts the combat, or to just let them go first in the initiative order. This works with the narrative and isn't as powerful as 1 or 2, and is less likely to have balance issues.
Game Designers and Initiative
There are a few other options for how initiative is done posted by game designer Mike Mearls to Unearthed Arcana back in 2017. In it he proposes initiative is calculated the other way, higher number goes last. Surprise adds 10 to the initiative and the creature can't take reactions until its turn. This isn't a common way, but it is very interesting.
edited 7 hours ago
answered 8 hours ago
J. A. StreichJ. A. Streich
25.9k178130
25.9k178130
$begingroup$
With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
$endgroup$
– Mark Wells
7 hours ago
$begingroup$
Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
$endgroup$
– J. A. Streich
7 hours ago
2
$begingroup$
Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
$endgroup$
– Rubiksmoose
7 hours ago
$begingroup$
1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
$endgroup$
– Mars Plastic
7 hours ago
3
$begingroup$
The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
$endgroup$
– KorvinStarmast
6 hours ago
|
show 1 more comment
$begingroup$
With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
$endgroup$
– Mark Wells
7 hours ago
$begingroup$
Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
$endgroup$
– J. A. Streich
7 hours ago
2
$begingroup$
Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
$endgroup$
– Rubiksmoose
7 hours ago
$begingroup$
1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
$endgroup$
– Mars Plastic
7 hours ago
3
$begingroup$
The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
$endgroup$
– KorvinStarmast
6 hours ago
$begingroup$
With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
$endgroup$
– Mark Wells
7 hours ago
$begingroup$
With option 2, are you (or Matt Mercer) effectively giving a free first strike to anyone who wants one, or do they have to achieve surprise to get both their free "before combat" action and their action in the first round?
$endgroup$
– Mark Wells
7 hours ago
$begingroup$
Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
$endgroup$
– J. A. Streich
7 hours ago
$begingroup$
Ah, I can add that to answer, but the quick answer is "yes, it has to be surprise".
$endgroup$
– J. A. Streich
7 hours ago
2
2
$begingroup$
Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
$endgroup$
– Rubiksmoose
7 hours ago
$begingroup$
Have you run any of the alternatives at your table? If so, adding how they worked for you would improve this answer a lot I think.
$endgroup$
– Rubiksmoose
7 hours ago
$begingroup$
1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
$endgroup$
– Mars Plastic
7 hours ago
$begingroup$
1.) In which sense has "B changed their action between declaring intent and actually attacking"? 2.) Another solution I have found in different questions is to simply give A the highest initiative of all (no roll made). This is similar to your second suggestion, but not quite as powerful and maybe more balanced. 3.) I second Rubiksmoose's comment.
$endgroup$
– Mars Plastic
7 hours ago
3
3
$begingroup$
The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
$endgroup$
– KorvinStarmast
6 hours ago
$begingroup$
The rules are only partly simulationist; at best they are imperfectly simulationist. The game is turn based at its mechanical root. I suggest that you revise that opening remark about the game being simulationist.
$endgroup$
– KorvinStarmast
6 hours ago
|
show 1 more comment
$begingroup$
The narration of the event seems strange to you because you are confusing the planned order of events with the actual order of events.
The plan was that the encounter begins when A throws their dagger. So if the characters had followed the plan then the order of events for round 1 would have been:
- X does nothing because they don't know they are in an encounter yet.
- B has their turn and prepares an action to attack X, specifying that
the trigger for their action is A's attack. - A throws the dagger.
- B performs their prepared action.
But the characters did not follow the plan. Instead:
- X did nothing.
- B got excited and attacked early.
- A attacked.
As you can see, the narration is clear for both orders of events so long as you are viewing them in the correct context.
$endgroup$
3
$begingroup$
Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
$endgroup$
– CTWind
8 hours ago
$begingroup$
@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
$endgroup$
– Mars Plastic
8 hours ago
4
$begingroup$
@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
$endgroup$
– Eikre
5 hours ago
$begingroup$
-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
$endgroup$
– Cubic
4 hours ago
add a comment |
$begingroup$
The narration of the event seems strange to you because you are confusing the planned order of events with the actual order of events.
The plan was that the encounter begins when A throws their dagger. So if the characters had followed the plan then the order of events for round 1 would have been:
- X does nothing because they don't know they are in an encounter yet.
- B has their turn and prepares an action to attack X, specifying that
the trigger for their action is A's attack. - A throws the dagger.
- B performs their prepared action.
But the characters did not follow the plan. Instead:
- X did nothing.
- B got excited and attacked early.
- A attacked.
As you can see, the narration is clear for both orders of events so long as you are viewing them in the correct context.
$endgroup$
3
$begingroup$
Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
$endgroup$
– CTWind
8 hours ago
$begingroup$
@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
$endgroup$
– Mars Plastic
8 hours ago
4
$begingroup$
@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
$endgroup$
– Eikre
5 hours ago
$begingroup$
-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
$endgroup$
– Cubic
4 hours ago
add a comment |
$begingroup$
The narration of the event seems strange to you because you are confusing the planned order of events with the actual order of events.
The plan was that the encounter begins when A throws their dagger. So if the characters had followed the plan then the order of events for round 1 would have been:
- X does nothing because they don't know they are in an encounter yet.
- B has their turn and prepares an action to attack X, specifying that
the trigger for their action is A's attack. - A throws the dagger.
- B performs their prepared action.
But the characters did not follow the plan. Instead:
- X did nothing.
- B got excited and attacked early.
- A attacked.
As you can see, the narration is clear for both orders of events so long as you are viewing them in the correct context.
$endgroup$
The narration of the event seems strange to you because you are confusing the planned order of events with the actual order of events.
The plan was that the encounter begins when A throws their dagger. So if the characters had followed the plan then the order of events for round 1 would have been:
- X does nothing because they don't know they are in an encounter yet.
- B has their turn and prepares an action to attack X, specifying that
the trigger for their action is A's attack. - A throws the dagger.
- B performs their prepared action.
But the characters did not follow the plan. Instead:
- X did nothing.
- B got excited and attacked early.
- A attacked.
As you can see, the narration is clear for both orders of events so long as you are viewing them in the correct context.
answered 8 hours ago
krbkrb
2,132415
2,132415
3
$begingroup$
Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
$endgroup$
– CTWind
8 hours ago
$begingroup$
@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
$endgroup$
– Mars Plastic
8 hours ago
4
$begingroup$
@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
$endgroup$
– Eikre
5 hours ago
$begingroup$
-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
$endgroup$
– Cubic
4 hours ago
add a comment |
3
$begingroup$
Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
$endgroup$
– CTWind
8 hours ago
$begingroup$
@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
$endgroup$
– Mars Plastic
8 hours ago
4
$begingroup$
@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
$endgroup$
– Eikre
5 hours ago
$begingroup$
-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
$endgroup$
– Cubic
4 hours ago
3
3
$begingroup$
Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
$endgroup$
– CTWind
8 hours ago
$begingroup$
Possibly worth noting is that one scenario in which this could happen is B not getting a chance to state their intent for the ambush ahead of initiative starting, because A was leading the narrative or something along those lines. If B planned on attacking after A, they should have readied, however if they had their own ambush ideas it's not necessarily 'wrong' of them to have acted immediately on their own turn just because they did not state it at the same time A did/it conflicted with A's plans.
$endgroup$
– CTWind
8 hours ago
$begingroup$
@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
$endgroup$
– Mars Plastic
8 hours ago
$begingroup$
@CTWind: This is indeed what I had in mind. I clarified the question accordingly.
$endgroup$
– Mars Plastic
8 hours ago
4
4
$begingroup$
@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
$endgroup$
– Eikre
5 hours ago
$begingroup$
@CTWind Yeah, this needs to be underlined. The original question supposed that the encounter "begins" because player A throws a knife, but it's not quite so. The encounter began because somebody proposed an action that required the turn-based structure to adjudicate, and one of the reasons you need this turn-based structure is because character attributes are not hedged to the attributes of their players. The fact that player A blurted out his intention faster than the other people at the table no more entitles his character to initiative than a personal bench-press record would a STR bonus.
$endgroup$
– Eikre
5 hours ago
$begingroup$
-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
$endgroup$
– Cubic
4 hours ago
$begingroup$
-1 This doesn't actually address the question, it only nitpicks a component of the example OP gave. Even if B stayed hidden, RAW the target wouldn't be surprised anymore by the time the first attack happens and their location is revealed, which is the actually objectionable (as in, narratively nonsensical) bit here.
$endgroup$
– Cubic
4 hours ago
add a comment |
$begingroup$
Your interpretation of the rule is correct
According to D&D Beyond's Chapter 9: Combat, under Surprise,
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
After that turn (the surprised creature's turn) ends, it is then free to take a reaction, as the rule removes any such restrictions at the end of that turn.
RAW does (indirectly) provide a narrative way to parse the sequence of events
From the same chapter, under The Order of Combat, D&D Beyond says
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world.
and then later under Movement and Position,
In combat, characters and monsters are in constant motion...
So, our characters aren't actually just standing around and waiting for their turn to move and fight. They're moving around, striking, parrying, flourishing, and so on, all at the same time, and the game just uses the turn system to sort it all out in a useful way.
In other words, there is a lot of maneuvering going on that just doesn't make it into the mechanical turn system. Everything's basically happening at about the same time, and the game just uses turns and rounds to mechanically sort it out.
How does this help us?
Well, let's take your example.
A triggers the fight with a sneaky stealth attack, but X wins on initiative and goes first, with B going second, and A going last. So the scene plays out like this.
A starts to move in to attack. X, going first, becomes aware of A and B, but since it didn't perceive a threat before this, it is surprised and unable to act on this. Nevertheless, X had particularly good reaction time (represented by the high initiative) and quickly recovers from its surprise. Now it's prepared for the attack.
B then gets their turn. Whether they're jumping the gun, noticed the quick recovery of X, or decide to ready an action according to the plan, they still got higher initiative than A and so are just a little bit faster to respond to unfolding events.
Now it's A's turn. At this point, A might know that their plan has been foiled, and that the surprise is lost. They might also be aware that B was just a little bit quicker to pick up on this and react accordingly. Regardless, all of this happened in the mere moments between A deciding to attack and A actually attacking, since all of this is happening at about the same time.
My own experience with this approach
I've used this approach before, though not always with surprise in play. In fact, one situation was almost exactly like the one you've described in every other way.
Player A initiates combat by attacking. Player B gets the highest on initiative, monster X goes second, and Player A goes last. So, I explained it by saying that, though A begins his attack, monster X is ready for this and acts faster. Player B sees this and manages to act even faster than X, and ends up going first.
I compressed the next few actions narratively into a couple of moments of who can react the fastest (since the round is "about" six seconds), and it made a pretty neat narrative sequence that left both players excited, rather than player A feeling cheated out of a cool moment.
Where surprise is in effect, I've explained it by saying that X hesitates before acting as they have to figure out what's going on, but they just recover and collect themselves faster than the other lower initiative monsters do. If X goes before the party, then I just say that as the party begins to act, X becomes aware of them and, though surprised, quickly recovers and reacts.
This generally has had the effect of making my players' enemies feel competent, rather than leaving the players robbed of their moment.
Obviously you don't have to play this way.
But if you want to use RAW in regard to surprise, and you don't want to steal your players' thunder while you're at it, this is a good way to do it.
$endgroup$
add a comment |
$begingroup$
Your interpretation of the rule is correct
According to D&D Beyond's Chapter 9: Combat, under Surprise,
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
After that turn (the surprised creature's turn) ends, it is then free to take a reaction, as the rule removes any such restrictions at the end of that turn.
RAW does (indirectly) provide a narrative way to parse the sequence of events
From the same chapter, under The Order of Combat, D&D Beyond says
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world.
and then later under Movement and Position,
In combat, characters and monsters are in constant motion...
So, our characters aren't actually just standing around and waiting for their turn to move and fight. They're moving around, striking, parrying, flourishing, and so on, all at the same time, and the game just uses the turn system to sort it all out in a useful way.
In other words, there is a lot of maneuvering going on that just doesn't make it into the mechanical turn system. Everything's basically happening at about the same time, and the game just uses turns and rounds to mechanically sort it out.
How does this help us?
Well, let's take your example.
A triggers the fight with a sneaky stealth attack, but X wins on initiative and goes first, with B going second, and A going last. So the scene plays out like this.
A starts to move in to attack. X, going first, becomes aware of A and B, but since it didn't perceive a threat before this, it is surprised and unable to act on this. Nevertheless, X had particularly good reaction time (represented by the high initiative) and quickly recovers from its surprise. Now it's prepared for the attack.
B then gets their turn. Whether they're jumping the gun, noticed the quick recovery of X, or decide to ready an action according to the plan, they still got higher initiative than A and so are just a little bit faster to respond to unfolding events.
Now it's A's turn. At this point, A might know that their plan has been foiled, and that the surprise is lost. They might also be aware that B was just a little bit quicker to pick up on this and react accordingly. Regardless, all of this happened in the mere moments between A deciding to attack and A actually attacking, since all of this is happening at about the same time.
My own experience with this approach
I've used this approach before, though not always with surprise in play. In fact, one situation was almost exactly like the one you've described in every other way.
Player A initiates combat by attacking. Player B gets the highest on initiative, monster X goes second, and Player A goes last. So, I explained it by saying that, though A begins his attack, monster X is ready for this and acts faster. Player B sees this and manages to act even faster than X, and ends up going first.
I compressed the next few actions narratively into a couple of moments of who can react the fastest (since the round is "about" six seconds), and it made a pretty neat narrative sequence that left both players excited, rather than player A feeling cheated out of a cool moment.
Where surprise is in effect, I've explained it by saying that X hesitates before acting as they have to figure out what's going on, but they just recover and collect themselves faster than the other lower initiative monsters do. If X goes before the party, then I just say that as the party begins to act, X becomes aware of them and, though surprised, quickly recovers and reacts.
This generally has had the effect of making my players' enemies feel competent, rather than leaving the players robbed of their moment.
Obviously you don't have to play this way.
But if you want to use RAW in regard to surprise, and you don't want to steal your players' thunder while you're at it, this is a good way to do it.
$endgroup$
add a comment |
$begingroup$
Your interpretation of the rule is correct
According to D&D Beyond's Chapter 9: Combat, under Surprise,
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
After that turn (the surprised creature's turn) ends, it is then free to take a reaction, as the rule removes any such restrictions at the end of that turn.
RAW does (indirectly) provide a narrative way to parse the sequence of events
From the same chapter, under The Order of Combat, D&D Beyond says
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world.
and then later under Movement and Position,
In combat, characters and monsters are in constant motion...
So, our characters aren't actually just standing around and waiting for their turn to move and fight. They're moving around, striking, parrying, flourishing, and so on, all at the same time, and the game just uses the turn system to sort it all out in a useful way.
In other words, there is a lot of maneuvering going on that just doesn't make it into the mechanical turn system. Everything's basically happening at about the same time, and the game just uses turns and rounds to mechanically sort it out.
How does this help us?
Well, let's take your example.
A triggers the fight with a sneaky stealth attack, but X wins on initiative and goes first, with B going second, and A going last. So the scene plays out like this.
A starts to move in to attack. X, going first, becomes aware of A and B, but since it didn't perceive a threat before this, it is surprised and unable to act on this. Nevertheless, X had particularly good reaction time (represented by the high initiative) and quickly recovers from its surprise. Now it's prepared for the attack.
B then gets their turn. Whether they're jumping the gun, noticed the quick recovery of X, or decide to ready an action according to the plan, they still got higher initiative than A and so are just a little bit faster to respond to unfolding events.
Now it's A's turn. At this point, A might know that their plan has been foiled, and that the surprise is lost. They might also be aware that B was just a little bit quicker to pick up on this and react accordingly. Regardless, all of this happened in the mere moments between A deciding to attack and A actually attacking, since all of this is happening at about the same time.
My own experience with this approach
I've used this approach before, though not always with surprise in play. In fact, one situation was almost exactly like the one you've described in every other way.
Player A initiates combat by attacking. Player B gets the highest on initiative, monster X goes second, and Player A goes last. So, I explained it by saying that, though A begins his attack, monster X is ready for this and acts faster. Player B sees this and manages to act even faster than X, and ends up going first.
I compressed the next few actions narratively into a couple of moments of who can react the fastest (since the round is "about" six seconds), and it made a pretty neat narrative sequence that left both players excited, rather than player A feeling cheated out of a cool moment.
Where surprise is in effect, I've explained it by saying that X hesitates before acting as they have to figure out what's going on, but they just recover and collect themselves faster than the other lower initiative monsters do. If X goes before the party, then I just say that as the party begins to act, X becomes aware of them and, though surprised, quickly recovers and reacts.
This generally has had the effect of making my players' enemies feel competent, rather than leaving the players robbed of their moment.
Obviously you don't have to play this way.
But if you want to use RAW in regard to surprise, and you don't want to steal your players' thunder while you're at it, this is a good way to do it.
$endgroup$
Your interpretation of the rule is correct
According to D&D Beyond's Chapter 9: Combat, under Surprise,
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends.
After that turn (the surprised creature's turn) ends, it is then free to take a reaction, as the rule removes any such restrictions at the end of that turn.
RAW does (indirectly) provide a narrative way to parse the sequence of events
From the same chapter, under The Order of Combat, D&D Beyond says
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world.
and then later under Movement and Position,
In combat, characters and monsters are in constant motion...
So, our characters aren't actually just standing around and waiting for their turn to move and fight. They're moving around, striking, parrying, flourishing, and so on, all at the same time, and the game just uses the turn system to sort it all out in a useful way.
In other words, there is a lot of maneuvering going on that just doesn't make it into the mechanical turn system. Everything's basically happening at about the same time, and the game just uses turns and rounds to mechanically sort it out.
How does this help us?
Well, let's take your example.
A triggers the fight with a sneaky stealth attack, but X wins on initiative and goes first, with B going second, and A going last. So the scene plays out like this.
A starts to move in to attack. X, going first, becomes aware of A and B, but since it didn't perceive a threat before this, it is surprised and unable to act on this. Nevertheless, X had particularly good reaction time (represented by the high initiative) and quickly recovers from its surprise. Now it's prepared for the attack.
B then gets their turn. Whether they're jumping the gun, noticed the quick recovery of X, or decide to ready an action according to the plan, they still got higher initiative than A and so are just a little bit faster to respond to unfolding events.
Now it's A's turn. At this point, A might know that their plan has been foiled, and that the surprise is lost. They might also be aware that B was just a little bit quicker to pick up on this and react accordingly. Regardless, all of this happened in the mere moments between A deciding to attack and A actually attacking, since all of this is happening at about the same time.
My own experience with this approach
I've used this approach before, though not always with surprise in play. In fact, one situation was almost exactly like the one you've described in every other way.
Player A initiates combat by attacking. Player B gets the highest on initiative, monster X goes second, and Player A goes last. So, I explained it by saying that, though A begins his attack, monster X is ready for this and acts faster. Player B sees this and manages to act even faster than X, and ends up going first.
I compressed the next few actions narratively into a couple of moments of who can react the fastest (since the round is "about" six seconds), and it made a pretty neat narrative sequence that left both players excited, rather than player A feeling cheated out of a cool moment.
Where surprise is in effect, I've explained it by saying that X hesitates before acting as they have to figure out what's going on, but they just recover and collect themselves faster than the other lower initiative monsters do. If X goes before the party, then I just say that as the party begins to act, X becomes aware of them and, though surprised, quickly recovers and reacts.
This generally has had the effect of making my players' enemies feel competent, rather than leaving the players robbed of their moment.
Obviously you don't have to play this way.
But if you want to use RAW in regard to surprise, and you don't want to steal your players' thunder while you're at it, this is a good way to do it.
answered 7 hours ago
MrSpudtasticMrSpudtastic
2,187417
2,187417
add a comment |
add a comment |
$begingroup$
The issue I see in this scenario is that one player broadcasted their intent ahead of their turn, and the other did not, so the narrative only seems unusual because the decision of what's happening in the ambush was only partially made outside the context of turn order.
To resummarize my understanding of the narrative, A stated they wished to take a combat action, so the DM dropped into initiative to manage the situation. At this point, A's statement of wanting to throw the dagger at X is basically just a statement of intent, not something that has been 'locked in'/happened yet.
X went first (doing nothing but no longer being surprised), so narratively they may have noticed something was happening at the last split second and are no longer completely unaware (can react, etc.).
The perceived conflict at this point is due to B taking an action they did not state before combat began. There's nothing inherently wrong with that- maybe they simply didn't get a chance to, as A was leading the narrative at the time or something along those lines. However, if their intent was to act after A threw their dagger, B should have readied their action with that event as the trigger.
I would suggest that the DM should assist in preventing these conflicts in one of two ways:
1) Highlight the fact that A's proposed course of action caused initiative order to start, but has not happened yet: "Ok, A wants to throw a dagger at X, so let's roll initiative to manage this ambush. Ok, B, you're up before A- as you're closing on in X, you see A looking like they're pulling back to throw a dagger, what do you do?"
2) Make sure everyone states what their proposed course of action for the ambush is before entering initiative, so there's a more full image of the plan before people's turns happen and that conflict between planned and actual narrative doesn't exist: "Ok, A wants to throw a dagger at X. B, you're also closing in on X, what are you trying to do? Are you waiting to see what happens with A's throw, or are you also attacking now? [...] Ok then, let's roll initiative."
$endgroup$
add a comment |
$begingroup$
The issue I see in this scenario is that one player broadcasted their intent ahead of their turn, and the other did not, so the narrative only seems unusual because the decision of what's happening in the ambush was only partially made outside the context of turn order.
To resummarize my understanding of the narrative, A stated they wished to take a combat action, so the DM dropped into initiative to manage the situation. At this point, A's statement of wanting to throw the dagger at X is basically just a statement of intent, not something that has been 'locked in'/happened yet.
X went first (doing nothing but no longer being surprised), so narratively they may have noticed something was happening at the last split second and are no longer completely unaware (can react, etc.).
The perceived conflict at this point is due to B taking an action they did not state before combat began. There's nothing inherently wrong with that- maybe they simply didn't get a chance to, as A was leading the narrative at the time or something along those lines. However, if their intent was to act after A threw their dagger, B should have readied their action with that event as the trigger.
I would suggest that the DM should assist in preventing these conflicts in one of two ways:
1) Highlight the fact that A's proposed course of action caused initiative order to start, but has not happened yet: "Ok, A wants to throw a dagger at X, so let's roll initiative to manage this ambush. Ok, B, you're up before A- as you're closing on in X, you see A looking like they're pulling back to throw a dagger, what do you do?"
2) Make sure everyone states what their proposed course of action for the ambush is before entering initiative, so there's a more full image of the plan before people's turns happen and that conflict between planned and actual narrative doesn't exist: "Ok, A wants to throw a dagger at X. B, you're also closing in on X, what are you trying to do? Are you waiting to see what happens with A's throw, or are you also attacking now? [...] Ok then, let's roll initiative."
$endgroup$
add a comment |
$begingroup$
The issue I see in this scenario is that one player broadcasted their intent ahead of their turn, and the other did not, so the narrative only seems unusual because the decision of what's happening in the ambush was only partially made outside the context of turn order.
To resummarize my understanding of the narrative, A stated they wished to take a combat action, so the DM dropped into initiative to manage the situation. At this point, A's statement of wanting to throw the dagger at X is basically just a statement of intent, not something that has been 'locked in'/happened yet.
X went first (doing nothing but no longer being surprised), so narratively they may have noticed something was happening at the last split second and are no longer completely unaware (can react, etc.).
The perceived conflict at this point is due to B taking an action they did not state before combat began. There's nothing inherently wrong with that- maybe they simply didn't get a chance to, as A was leading the narrative at the time or something along those lines. However, if their intent was to act after A threw their dagger, B should have readied their action with that event as the trigger.
I would suggest that the DM should assist in preventing these conflicts in one of two ways:
1) Highlight the fact that A's proposed course of action caused initiative order to start, but has not happened yet: "Ok, A wants to throw a dagger at X, so let's roll initiative to manage this ambush. Ok, B, you're up before A- as you're closing on in X, you see A looking like they're pulling back to throw a dagger, what do you do?"
2) Make sure everyone states what their proposed course of action for the ambush is before entering initiative, so there's a more full image of the plan before people's turns happen and that conflict between planned and actual narrative doesn't exist: "Ok, A wants to throw a dagger at X. B, you're also closing in on X, what are you trying to do? Are you waiting to see what happens with A's throw, or are you also attacking now? [...] Ok then, let's roll initiative."
$endgroup$
The issue I see in this scenario is that one player broadcasted their intent ahead of their turn, and the other did not, so the narrative only seems unusual because the decision of what's happening in the ambush was only partially made outside the context of turn order.
To resummarize my understanding of the narrative, A stated they wished to take a combat action, so the DM dropped into initiative to manage the situation. At this point, A's statement of wanting to throw the dagger at X is basically just a statement of intent, not something that has been 'locked in'/happened yet.
X went first (doing nothing but no longer being surprised), so narratively they may have noticed something was happening at the last split second and are no longer completely unaware (can react, etc.).
The perceived conflict at this point is due to B taking an action they did not state before combat began. There's nothing inherently wrong with that- maybe they simply didn't get a chance to, as A was leading the narrative at the time or something along those lines. However, if their intent was to act after A threw their dagger, B should have readied their action with that event as the trigger.
I would suggest that the DM should assist in preventing these conflicts in one of two ways:
1) Highlight the fact that A's proposed course of action caused initiative order to start, but has not happened yet: "Ok, A wants to throw a dagger at X, so let's roll initiative to manage this ambush. Ok, B, you're up before A- as you're closing on in X, you see A looking like they're pulling back to throw a dagger, what do you do?"
2) Make sure everyone states what their proposed course of action for the ambush is before entering initiative, so there's a more full image of the plan before people's turns happen and that conflict between planned and actual narrative doesn't exist: "Ok, A wants to throw a dagger at X. B, you're also closing in on X, what are you trying to do? Are you waiting to see what happens with A's throw, or are you also attacking now? [...] Ok then, let's roll initiative."
answered 5 hours ago
CTWindCTWind
13.5k35279
13.5k35279
add a comment |
add a comment |
$begingroup$
Initiative is not "who starts first"; it is "who finishes first"
Strange issues like this make sense when you realise that the initiative roll is tracking the order of resolution of actions, not the order of the start of actions.
In the example in the question.
A starts to throw the dagger.
X is quick off the mark and would normally have time to react before the dagger hits, but were surprised so can't do much more than say "wha?".
B saw A start to throw the dagger (perhaps they saw the movement of the arm or the drawing in of breath) and reacts by attacking X. They have quicker reactions than A so their attack gets resolved before A's action. As a result, X gets to react (since they were really on the ball, with an initiative of 20).
Finally, A gets the dagger in the air, so we resolve their attack.
$endgroup$
$begingroup$
Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
$endgroup$
– Mars Plastic
3 hours ago
add a comment |
$begingroup$
Initiative is not "who starts first"; it is "who finishes first"
Strange issues like this make sense when you realise that the initiative roll is tracking the order of resolution of actions, not the order of the start of actions.
In the example in the question.
A starts to throw the dagger.
X is quick off the mark and would normally have time to react before the dagger hits, but were surprised so can't do much more than say "wha?".
B saw A start to throw the dagger (perhaps they saw the movement of the arm or the drawing in of breath) and reacts by attacking X. They have quicker reactions than A so their attack gets resolved before A's action. As a result, X gets to react (since they were really on the ball, with an initiative of 20).
Finally, A gets the dagger in the air, so we resolve their attack.
$endgroup$
$begingroup$
Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
$endgroup$
– Mars Plastic
3 hours ago
add a comment |
$begingroup$
Initiative is not "who starts first"; it is "who finishes first"
Strange issues like this make sense when you realise that the initiative roll is tracking the order of resolution of actions, not the order of the start of actions.
In the example in the question.
A starts to throw the dagger.
X is quick off the mark and would normally have time to react before the dagger hits, but were surprised so can't do much more than say "wha?".
B saw A start to throw the dagger (perhaps they saw the movement of the arm or the drawing in of breath) and reacts by attacking X. They have quicker reactions than A so their attack gets resolved before A's action. As a result, X gets to react (since they were really on the ball, with an initiative of 20).
Finally, A gets the dagger in the air, so we resolve their attack.
$endgroup$
Initiative is not "who starts first"; it is "who finishes first"
Strange issues like this make sense when you realise that the initiative roll is tracking the order of resolution of actions, not the order of the start of actions.
In the example in the question.
A starts to throw the dagger.
X is quick off the mark and would normally have time to react before the dagger hits, but were surprised so can't do much more than say "wha?".
B saw A start to throw the dagger (perhaps they saw the movement of the arm or the drawing in of breath) and reacts by attacking X. They have quicker reactions than A so their attack gets resolved before A's action. As a result, X gets to react (since they were really on the ball, with an initiative of 20).
Finally, A gets the dagger in the air, so we resolve their attack.
answered 3 hours ago
Greenstone WalkerGreenstone Walker
15.3k3171
15.3k3171
$begingroup$
Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
$endgroup$
– Mars Plastic
3 hours ago
add a comment |
$begingroup$
Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
$endgroup$
– Mars Plastic
3 hours ago
$begingroup$
Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
$endgroup$
– Mars Plastic
3 hours ago
$begingroup$
Well, 4 doesn't happen any more. By the time that it is A's turn, X is already dead, so A won't throw the dagger. In a normal situation, you don't have to decide at the beginning of a round what you will do on your turn - why should this be any different here? And this is what results in the paradox...
$endgroup$
– Mars Plastic
3 hours ago
add a comment |
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$begingroup$
possible duplicate of this question
$endgroup$
– fiend
8 hours ago
3
$begingroup$
This question is not opinion based and has a clear answer.
$endgroup$
– krb
8 hours ago
4
$begingroup$
@krb, if you believe that, as I do, vote to reopen. It also isn't a dup, as it is asking for alternatives to RAW. I still don't get how these end up "opinion based" (when they have clear answers) and "problem player" and "problem DM" posts aren't.
$endgroup$
– J. A. Streich
8 hours ago
$begingroup$
I don't have enough reputation to vote.
$endgroup$
– krb
8 hours ago
4
$begingroup$
@MarkWells Though I personally agree that the question is Stackable, you are making some pretty reductive assumptions about your fellow community members' actions and intentions. If you have an issue with something that was or is being done, take it to Meta, please. All leaving a comment does is clutter up actually helping the post.
$endgroup$
– Rubiksmoose
8 hours ago