Surprise is simply the unexpected, unprepared for. Characters can be surprised just as creatures they encounter can. A surprised party is caught unawares or unprepared.
Surprise is determined by rolling a six-sided die for each party concerned.
Then modify the result by using the most favorable member of the party concerned, i.e. a ranger, surprised only on a roll of 1, will represent the whole of a group of other character types.
A result of 1 or 2 indicates “surprise”.
Exception: Some monsters are more capable of surprising foes than the normal 2-in-6 probability, and some cannot be surprised as easily, so they have a reduced probability, 1-in-6, 1-in-8, etc.
Both sides could be surprised, neither could be surprised, or either could be surprised:
Surprise Dice Difference
0 (neither group is surprised)
1 (1 vs. 3-6 or 1 vs. 2)
2 (2 vs. 3-6)
"Lost" Segments
0
1 segment of surprise
2 segments of surprise
This factor affects both surprise and mutual surprise situations. In the former case the penalty (-3 to -1) or bonus (+1 to +3) allows the surprised party on an individual basis (only) the opportunity to mitigate the condition. That is, if there is a Dexterity penalty, the individual will suffer that many additional segments of time in a surprised state.
On the other hand, if the Dexterity bonus applies the individual negates that many segments of surprise as far as the individual (only) is concerned.
Dexterity reaction bonus for surprise never creates surprise in an opponent party or in an individual with regard to its penalty factor; it adds to existing surprise or detracts from it, and only as far as the particular individual is concerned, not for any other individuals concerned. Such adjudication is properly within the scope of refereeing the game, and the DM should feel free to deny either case as they see fit.
Noise or light can negate the chance of surprising a monster. Similarly, if the party is aware of a monster, the party cannot be surprised by it unless it is also aware of them—in the latter case, it might be able to hide and ambush the party. If surprise exists, the surprising party can use the time segments to flee/escape, close, or attack.
Distance of 10 feet or less can usually be closed and an attack made in 1 segment.
Physical attacks during surprise situations are also possible on a 1 per segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature (claws, fangs, etc.), even a breath weapon use; magic spells require the proper number of segments of casting time, regardless of surprise.
In such circumstances, the non-surprised (or less surprised) party has an immediate advantage which is reflected in the granting of one or more segments of initiative, during which the active (non- or less surprised) party can take Actions in Combat A. through H., wholly or partially depending on several modifying factors.
Each surprise segment is 6 seconds.
Lost Segments: Each difference of “1” of surprise equals 1 segment (six seconds) of time “lost” to the surprised party, and during the “lost time” the surprising party can freely act to escape or attack or whatever.
Strike Blows. Distance of 10-feet or less can usually be closed and an attack made in 1 segment. Because the party surprised is (relatively) inactive, the surprising party will be able to attempt telling blows during each segment of surprise as if the segment were an entire round! That is, a fighter able to attack twice during a normal round of combat will be able to do so twice during each surprise segment.
Ranged Attacks. Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds.
Avoid/Parley/Delay/Set Weapons. Avoiding, parleying, awaiting the action of the surprised, and setting of weapons (typically spears or spearing types of pole arms) are possible.
Special Attacks (Spell casting). Most spells cannot be cast in a single segment, although first level magic-user/illusionist spells are usually but 1 segment long, as are some other spells, and these spells are possible to use in a surprise segment. Other, longer casting time spells can only be begun in the first segment of surprise.
Movement or Charge. Similarly, the distance separating the parties may be too great to close during a single segment, even by charging, and melee striking or grappling might not be possible.
No chance of surprise. Noise can negate surprise considerations, whether the sound is the normal progress of the party or the effect of a fruitless attempt to open a door. Light can spoil the chance of surprise. The particular condition of a monster can likewise negate any chance of it being surprised. One party can be surprised while the other, somehow aware of the other’s presence, can NOT be so taken. In all such cases, merely roll for the party which is subject to the condition and do not roll for the other.
Silent or Invisible. Assume the party of characters, moving silently and invisibly, comes upon a monster. They have 4-of-6 chances to surprise, and the monster has 2-in-6. A six-sided die is rolled for the party, another for the monster.
Example 1. Party “A” is surprised on a roll of 1 or 2, while party “B” is surprised only on a roll of 1. “A” rolls 2 and B rolls 1, so “A” is inactive due to surprise for 1 segment. Had “B” rolled a 2, “B” would not have been surprised at all, and “A” would have been inactive for 2 segments.
Example 2. Party “A” is surprised only on a roll of 1, but party “B” surprises on 5-in-6 (d6, 1-5) due to its nature or the particular set of circumstances which the DM has noted are applicable to this encounter.
The favorable factor normally accruing to party “A” is 1, i.e., parties of this sort are normally surprised on 1 or 2, but this party is surprised only on a 1 - therefore they have an additional 1-in-6 to their favor (and not a 50% better chance).
Party “B” will surprise them on 5-in-6, less 1-in-6, or 4-in-6.
Assume “A” rolls a 4, so it is surprised for 4 segments unless “B” rolls a 1, in which case “A” party’s inactive period will be only 3 segments, or if “B” rolls a 2, in which case surprise will lost for only 2 segments (4-1 = 3, 4-2 = 2).
When one side or another is surprised, this general term can represent a number of possible circumstances. In the first place it simply represents actual surprise - that is, the opponent was unprepared for the appearance/attack. The reason for this could be eating, sleeping, waste elimination, attention elsewhere, no weapon ready, etc. While each possible cause of surprise could be detailed, with a matrix and factors of time for recovery from the condition calculated to a nicety, the overall result would not materially add to the game - in fact, the undue complication would detract from the smooth flow of play.
The second factor represented in surprise is morale. What is the effect of being taken unaware and/or unprepared upon the surprised party? Reactions are not only hampered by circumstances of a physical nature. Panic or fear reactions to the situation take their toll. Again, this is all subsumed in the single surprise roll determination for each side, and in the simple set of rules governing what transpires when one or the other is surprised.
Finally, the surprising group must be able to assess the situation and act upon it, so surprise doesn’t mean that the party with the advantage has automatically achieved victory and triumph. What is gained is the opportunity to act as is seen best in the circumstances - be it to flee the encounter, get the “drop” on the surprised, or to attack with spells, missiles, or blows. Of course, the other side is then forced to react to whatever the surprising side has chosen to do.