Atlantean Posted March 14, 2022 Share Posted March 14, 2022 How are folks handling determining surprise and encounter distance in any given interaction? Quote Link to comment Share on other sites More sharing options...
Squaredeal Sten Posted March 14, 2022 Share Posted March 14, 2022 (edited) First, surprise is a judgment call by the GM. It involves evaluation of state of mind of the party to be surprised. Second, surprise does not require that the attacker have invisibility until the first blow is struck. Instead surprise occurs when the defender has insufficient time to be totally ready before the attacker makes contact (or shoots, depending on the situation). So if the defenders are mostly asleep in tents with their armor off, they can know the attacker is coming for a few melee rounds (the sentry yells or blows a horn) but they don't have time to get up, put on their armor, and get armed and form up in a shieldwall. Maybe they have time to get up and pick up their shields and spears. If you are writing about the surprise strike rank modifiers on p.193 of RQiG, "within 3 meters" and "within 4-9 meters", then they still involve a judgment call by the GM as to whether surprise exists. But that table seems to be oriented to situations in which the surprised characters are armed and nearly ready to fight, since the table doesn't include a modifier of x melee rounds per piece of armor put on, or even the 5 strike rank modifier for readying a weapon or shield which you can reference on the next page. Regarding encounter distance, -it depends on visibility: Terrain, light conditions, fog all affect this. It may also depend on whether there are sentries, and on hide and scan rolls. -If using an encounter table, the most detailed I have seen is in "Close encounters of the Sartar Kind", available from Jonstown compendium, which includes die rolls that resolve to three distance bands. https://www.drivethrurpg.com/product/357562/Close-Encounters-of-the-Sartar-Kind Edited March 14, 2022 by Squaredeal Sten providing link 1 Quote Link to comment Share on other sites More sharing options...
French Desperate WindChild Posted March 14, 2022 Share Posted March 14, 2022 (edited) 9 hours ago, Atlantean said: How are folks handling determining surprise and encounter distance in any given interaction? pc are surprised when - they did not see/hear/.. their opponent before the attack example : ambush - they did not expect people in front of them could attack them example : negotiation table - they saw/heard/... their opponent but are not prepared and have not enough time to example : you see a troll charging you when you harvest your field Edited March 14, 2022 by French Desperate WindChild Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 1 hour ago, Squaredeal Sten said: First, surprise is a judgment call by the GM. It involves evaluation of state of mind of the party to be surprised. Second, surprise does not require that the attacker have invisibility until the first blow is struck. Instead surprise occurs when the defender has insufficient time to be totally ready before the attacker makes contact (or shoots, depending on the situation). So if the defenders are mostly asleep in tents with their armor off, they can know the attacker is coming for a few melee rounds (the sentry yells or blows a horn) but they don't have time to get up, put on their armor, and get armed and form up in a shieldwall. Maybe they have time to get up and pick up their shields and spears. If you are writing about the surprise strike rank modifiers on p.193 of RQiG, "within 3 meters" and "within 4-9 meters", then they still involve a judgment call by the GM as to whether surprise exists. But that table seems to be oriented to situations in which the surprised characters are armed and nearly ready to fight, since the table doesn't include a modifier of x melee rounds per piece of armor put on, or even the 5 strike rank modifier for readying a weapon or shield which you can reference on the next page. Regarding encounter distance, -it depends on visibility: Terrain, light conditions, fog all affect this. It may also depend on whether there are sentries, and on hide and scan rolls. -If using an encounter table, the most detailed I have seen is in "Close encounters of the Sartar Kind", available from Jonstown compendium, which includes die rolls that resolve to three distance bands. https://www.drivethrurpg.com/product/357562/Close-Encounters-of-the-Sartar-Kind Thank you so much for the in depth reply! Yes, the nature of the surprise state is well understood. The mechanics for determining it in RuneQuest is not well defined. ACKS, BX, 5e all settle on a D6 random approach. RQG (maybe I should use RQW for my game?) it seems in general an opposed roll of moving undetected and detection. Is anyone factoring in an opposed Luck roll? Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 1 hour ago, French Desperate WindChild said: pc are surprised when - they did not see/hear/.. their opponent before the attack example : ambush - they did not expect people in front of them could attack them example : negotiation table - they saw/heard/... their opponent but are not prepared and have not enough time to example : you see a troll charging you when you harvest your field 1 hour ago, French Desperate WindChild said: pc are surprised when - they did not see/hear/.. their opponent before the attack example : ambush - they did not expect people in front of them could attack them example : negotiation table - they saw/heard/... their opponent but are not prepared and have not enough time to example : you see a troll charging you when you harvest your field 1 hour ago, French Desperate WindChild said: pc are surprised when - they did not see/hear/.. their opponent before the attack example : ambush - they did not expect people in front of them could attack them example : negotiation table - they saw/heard/... their opponent but are not prepared and have not enough time to example : you see a troll charging you when you harvest your field The saw heard/not able to react would not cause a strike rank modifier. Troll charging across the field while you are harvesting the field is a nasty situation, to be sure, but you can raise the alarm, cast a spell, run away. Quote Link to comment Share on other sites More sharing options...
Kloster Posted March 14, 2022 Share Posted March 14, 2022 PC are surprised when the GM needs them to be surprised. It's his job to have situation where players are surprised. 2 Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 28 minutes ago, Kloster said: PC are surprised when the GM needs them to be surprised. It's his job to have situation where players are surprised. I have been impressed with ACKS and it’s ability to create a shared story environment which frees the game master to participate in the story telling without railroading characters into predetermined outcomes. The RuneQuest magic system is far superior, though, as is the character development in play, so I am working to improve this deficit in RuneQuest. 1 Quote Link to comment Share on other sites More sharing options...
Kloster Posted March 14, 2022 Share Posted March 14, 2022 'ACKS'? Quote Link to comment Share on other sites More sharing options...
David Scott Posted March 14, 2022 Share Posted March 14, 2022 19 minutes ago, Kloster said: 'ACKS'? Adventurer Conqueror King System (ACKS) 2 1 Quote ----- Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/ Link to comment Share on other sites More sharing options...
Baron Wulfraed Posted March 14, 2022 Share Posted March 14, 2022 7 hours ago, Squaredeal Sten said: If you are writing about the surprise strike rank modifiers on p.193 of RQiG, "within 3 meters" and "within 4-9 meters", then they still involve a judgment call by the GM as to whether surprise exists. But that table seems to be oriented to situations in which the surprised characters are armed and nearly ready to fight, since the table doesn't include a modifier of x melee rounds per piece of armor put on, or even the 5 strike rank modifier for readying a weapon or shield which you can reference on the next page. At the risk of offending the readers -- especially those not in US -- consider https://en.wikipedia.org/wiki/Tueller_Drill (I'd had a few other links, but felt Wikipedia would be the least offensive) 1 Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 49 minutes ago, Baron Wulfraed said: At the risk of offending the readers -- especially those not in US -- consider https://en.wikipedia.org/wiki/Tueller_Drill (I'd had a few other links, but felt Wikipedia would be the least offensive) Why? Quote Link to comment Share on other sites More sharing options...
Squaredeal Sten Posted March 14, 2022 Share Posted March 14, 2022 7 hours ago, Atlantean said: Thank you so much for the in depth reply! Yes, the nature of the surprise state is well understood. The mechanics for determining it in RuneQuest is not well defined. ACKS, BX, 5e all settle on a D6 random approach. RQG (maybe I should use RQW for my game?) it seems in general an opposed roll of moving undetected and detection. Is anyone factoring in an opposed Luck roll? I have to say that even in the restricted case of an opponent within 7 meters, rolling a D6 for surprise seems to me to be vastly less realistic than the GM judging the situation, with the optional aid of a perception roll. 1 Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 27 minutes ago, Squaredeal Sten said: I have to say that even in the restricted case of an opponent within 7 meters, rolling a D6 for surprise seems to me to be vastly less realistic than the GM judging the situation, with the optional aid of a perception roll. I completely agree with you. The “gotcha” moments encouraging a high probability of failure that discourage proper planning was what drove me away from AD&D years ago and have maintained a distaste for ACKS even now. 5e is a RuneQuest simulacrum with the surprise mechanics being among the worst parts of the system. Do you use Luck in any way on the surprise determination (skill augment or allow a perception roll)? Quote Link to comment Share on other sites More sharing options...
Kloster Posted March 14, 2022 Share Posted March 14, 2022 5 hours ago, David Scott said: Adventurer Conqueror King System (ACKS) Never heard about it before now, but from what I just read, not my cup of tea. Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 43 minutes ago, Kloster said: Never heard about it before now, but from what I just read, not my cup of tea. Crazy thing is they have introduced a minor mechanism for the creation of Petty Heroes from player characters…which we did successfully in a game. It does a great job with economics and downtime activities which I am (partially) importing into my RQ game. Magic system is basic Vancian and really not what I want in a game. 1 Quote Link to comment Share on other sites More sharing options...
Godlearner Posted March 14, 2022 Share Posted March 14, 2022 If I am not certain about surprise, I will ask for an opposed Perception (average of Scan and Listen) checks to see if either side has an advantage. 1 1 Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 54 minutes ago, Godlearner said: If I am not certain about surprise, I will ask for an opposed Perception (average of Scan and Listen) checks to see if either side has an advantage. Thank you so much! I have been using the most appropriate detection skill (makes Farsee a powerful spell!). Do you factor in a Luck roll? Quote Link to comment Share on other sites More sharing options...
Godlearner Posted March 14, 2022 Share Posted March 14, 2022 13 minutes ago, Atlantean said: I have been using the most appropriate detection skill (makes Farsee a powerful spell!). Do you factor in a Luck roll? Farsee does not add to the skill, so it should not make a difference. The Luck factor is already built into the rolling the dice. 1 Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 14, 2022 Author Share Posted March 14, 2022 33 minutes ago, Godlearner said: Farsee does not add to the skill, so it should not make a difference. The Luck factor is already built into the rolling the dice. Farsee doesn’t add to the skill but it does set an encounter distance to allow “buffing” and other preparations for the encounter, potentially even setting an ambush. Quote Link to comment Share on other sites More sharing options...
Godlearner Posted March 15, 2022 Share Posted March 15, 2022 51 minutes ago, Atlantean said: but it does set an encounter distance If they notice it. I use surprise more at short range. Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 15, 2022 Author Share Posted March 15, 2022 (edited) 30 minutes ago, Godlearner said: If they notice it. I use surprise more at short range. Well, that’s the point really. There is not a mechanic in RuneQuest for determining the state of Surprise which is a defined state within the game. There does exist “when you notice it”. If you notice it because you have been stabbed, you are, in fact, surprised. If you notice the troll a ways out, it may well not notice you until a large rock has fallen on it…resulting in it having been surprised. Edited March 15, 2022 by Atlantean Quote Link to comment Share on other sites More sharing options...
Ryan Kent Posted March 15, 2022 Share Posted March 15, 2022 As GM you figure out when the party could conceivably sense the other based upon a multitude of factors, including activity, terrain, background noise or fog, etc. Make opposed or normal stealth perception rolls as appropriate. Base surprise on results; I.e. if one side fails scan and other succeeds they have surprise. Quote Link to comment Share on other sites More sharing options...
Godlearner Posted March 15, 2022 Share Posted March 15, 2022 50 minutes ago, Ryan Kent said: if one side fails scan and other succeeds they have surprise. I once had both sides fumble and literally walk past each other without noticing. 1 Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 15, 2022 Author Share Posted March 15, 2022 19 minutes ago, Godlearner said: I once had both sides fumble and literally walk past each other without noticing. Beautiful! Quote Link to comment Share on other sites More sharing options...
Atlantean Posted March 15, 2022 Author Share Posted March 15, 2022 1 hour ago, Ryan Kent said: As GM you figure out when the party could conceivably sense the other based upon a multitude of factors, including activity, terrain, background noise or fog, etc. Make opposed or normal stealth perception rolls as appropriate. Base surprise on results; I.e. if one side fails scan and other succeeds they have surprise. That is the way I have been running it as well. Have you used a Luck modifier/augment at all? Quote Link to comment Share on other sites More sharing options...
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