Hey everyone! Long time absent but I'm back, baby!
I've just written up some rules for ambushes and surprise, to clarify the loose rules we usually have. What do you all think? I'm aiming for a one-page-rules sort of format. Does it work in your mind? Does it make sense? Is it a pile of rubbish? (Link to Homebrewery):
In both the 2014 and the 2024 rulebooks for Dungeons and Dragons, the rules for Surprise and for Ambushing are vague, and that’s a problem. This one-page ruleset is intended to make your ambushes and surprise attacks work smoothly and easily!
Definitions
Combat Trigger
This is the most important part of Surprise. The Combat Trigger is the event which causes the game to cut into combat - this is what makes the DM say “Roll for Initiative”.
First Attack
In Ambushes, the First Attack refers either to the Combat Trigger attack which starts the combat, or to the attacks made as reactions to the Combat Trigger, in the case of held actions of a group of Ambushers.
Surprise and Ambush
These are two distinct aspects of the genre, and are treated differently. As a general rule:
Surprise is when combat starts without warning, but the surprised party can see the attack coming. Examples include interrupting conversation by attacking, or suddenly drawing a concealed weapon to make an attack outside of combat. Surprise is used in situations where combat wasn’t expected, but as soon as it starts, the opponents are obvious.
Ambush is when combat starts without warning, and the surprised party cannot see the attack coming. Examples include a sniper shooting an unaware group from a distance, or a sorcerer using a subtle spell to initiate combat. Ambush is used in situations where combat wasn’t expected, and when it starts, the opponents are not obvious.
Surprise
When one or more creatures are surprised by the start of combat, then they roll for initiative as normal. A creature who is surprised has the following restrictions:
They cannot make Reactions until the start of their first turn in the combat.
They cannot take Actions, Bonus Actions, or move during their first turn in the combat.
The Combat Trigger for this scenario is the moment when the Surprised creatures become aware of combat starting - this can be the drawing of weapons in an otherwise peaceful discussion, or the sudden arrival of an angry monster through a window or wall.
Ambush
When one or more creatures are Ambushed, then they roll for initiative as normal. When a creature is Ambushed, they have the same restrictions as when they are Surprised, with the following additional rules.
Combat Trigger
The Combat Trigger for an Ambush is the first attack or spell which initiates the combat. In situations where creatures are holding their action to attack when an ally attacks, or when they hear a signal, then the Combat Trigger is the event which triggers the held actions.
Ambush Round
The first round in which one or more creatures are Ambushed is called the Ambush Round. The Ambush Round can begin before initiative is rolled. Typically, the order will be:
The Combat Trigger happens, causing an attack or spell to target the Ambushed Creature.
Initiative is rolled, and it is assumed that all creatures who had a turn before the Combat Trigger did nothing on their turn.
The combat continues from the point where the Combat Trigger occurred.
Typically, the Combat Trigger will be a creature making an attack, casting a spell, or giving a signal. As such, the combat will commence during that creature’s turn, immediately after they did so.
Held Combat Triggers
It is possible for a creature to hold an action to make an attack if a condition is met, meaning that the Combat Trigger occurs outside of their normal turn. An example might be to attack a creature if they move, or when they hear the word “Apples”. In such conditions, the Combat Trigger is the event which caused the Held Action to occur. As such, it is possible for the actions of an Ambushed Creature to be the Combat Trigger, and as such the Ambush Round will pick up during their turn, in which they are Surprised.
Alert creatures
Creatures who cannot be surprised can still be ambushed. If such a creature is Ambushed, if they have rolled a higher initiative than when the Combat Trigger occurs, they may take their first turn immediately after the turn of the Combat Trigger, and do so without the restrictions of Surprise or Ambush.
Ambush Bonus
The First Attack of an Ambush is made with advantage against Surprised creatures. If it is a spell, then saving throws against it made by Surprised creatures are made at disadvantage.
Ok, so I have had longer to consider it and recently came up with a cool solution to ambushes, which I have already mentioned in another thread but I'd like to post it here for feedback!
Ambushes made Easy
This one-page ruleset is a way to maintain the proper surprise and suddenness of an ambush in games of Dungeons and Dragons. The method used replaces the normal rolls for initiative, properly projecting the unexpected nature of a well-laid ambush. These rules can be used by both the players and their opponents, and comprise of two stages - the Setting and the Spring. The premise of these rules is to use an ability other than Initiative for the Initiative rolls.
Setting an Ambush
When one or more creatures set up an ambush, they will find a place to hide, ready to either shoot at or charge at their prey. When setting an ambush, the creatures make a dexterity (stealth) roll for Initiative, to try and hide. Any bonuses (such as that from the Alert feat, or from class abilities) apply as normal. The roll is made with disadvantage if the creature is in the open or lightly obscured, and is made with advantage if the creature is fully obscured or invisible. They must then wait for the ambush to begin - they can decide on the trigger or signal which initiates the combat. The DM will use these stealth rolls as Initiative for any combat which ensues as part of the Ambush.
Springing an Ambush
When the prey enters the ambush area, they must roll a Wisdom (Perception) check for initiative. Any bonuses (such as that from the Alert feat, or from class abilities) apply as normal. The DM then uses these rolls as initiative for the ambush, proceeding from the top to the bottom. Descriptively, the DM should describe to anyone who rolls higher than the ambushers some tell of the ambush - the creak of a bow being drawn, a sudden movement in the trees, a recognising of a humanoid figure camoflaged in the undergrowth, aiming a crossbow - their perception roll exceeded the stealth roll of their ambushers, so they become aware of their presence.
Using Stealth and Perception as initiative is interesting, though I wonder how you would ambush at all if you’re in the open as opposed to having disadvantage on the roll.
Using Stealth and Perception as initiative is interesting, though I wonder how you would ambush at all if you’re in the open as opposed to having disadvantage on the roll.
I would probably consider it "staying very still", like using some leaf litter to cover yourself or using some sort of chameleonic ability. If you move, you blow it - whereas if you're physically hiding, you can move a little and get away with it!
Hello fellow homebrewers. I have attempted to create a new variation of human that moves beyond the standard 'jack of all trades' stereotype. Instead, I got inspired by the amazingness of sweat and the raptor hand technique from Jurassic Park/How to Train your Dragon. Feedback welcomed!
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Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
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Hey everyone! Long time absent but I'm back, baby!
I've just written up some rules for ambushes and surprise, to clarify the loose rules we usually have. What do you all think? I'm aiming for a one-page-rules sort of format. Does it work in your mind? Does it make sense? Is it a pile of rubbish? (Link to Homebrewery):
https://homebrewery.naturalcrit.com/share/_qBt0g5VT-aV
just the rules here:
Ambushes made Easy
In both the 2014 and the 2024 rulebooks for Dungeons and Dragons, the rules for Surprise and for Ambushing are vague, and that’s a problem. This one-page ruleset is intended to make your ambushes and surprise attacks work smoothly and easily!
Definitions
Combat Trigger
This is the most important part of Surprise. The Combat Trigger is the event which causes the game to cut into combat - this is what makes the DM say “Roll for Initiative”.
First Attack
In Ambushes, the First Attack refers either to the Combat Trigger attack which starts the combat, or to the attacks made as reactions to the Combat Trigger, in the case of held actions of a group of Ambushers.
Surprise and Ambush
These are two distinct aspects of the genre, and are treated differently. As a general rule:
Surprise
When one or more creatures are surprised by the start of combat, then they roll for initiative as normal. A creature who is surprised has the following restrictions:
The Combat Trigger for this scenario is the moment when the Surprised creatures become aware of combat starting - this can be the drawing of weapons in an otherwise peaceful discussion, or the sudden arrival of an angry monster through a window or wall.
Ambush
When one or more creatures are Ambushed, then they roll for initiative as normal. When a creature is Ambushed, they have the same restrictions as when they are Surprised, with the following additional rules.
Combat Trigger
The Combat Trigger for an Ambush is the first attack or spell which initiates the combat. In situations where creatures are holding their action to attack when an ally attacks, or when they hear a signal, then the Combat Trigger is the event which triggers the held actions.
Ambush Round
The first round in which one or more creatures are Ambushed is called the Ambush Round. The Ambush Round can begin before initiative is rolled. Typically, the order will be:
Typically, the Combat Trigger will be a creature making an attack, casting a spell, or giving a signal. As such, the combat will commence during that creature’s turn, immediately after they did so.
Held Combat Triggers
It is possible for a creature to hold an action to make an attack if a condition is met, meaning that the Combat Trigger occurs outside of their normal turn. An example might be to attack a creature if they move, or when they hear the word “Apples”. In such conditions, the Combat Trigger is the event which caused the Held Action to occur. As such, it is possible for the actions of an Ambushed Creature to be the Combat Trigger, and as such the Ambush Round will pick up during their turn, in which they are Surprised.
Alert creatures
Creatures who cannot be surprised can still be ambushed. If such a creature is Ambushed, if they have rolled a higher initiative than when the Combat Trigger occurs, they may take their first turn immediately after the turn of the Combat Trigger, and do so without the restrictions of Surprise or Ambush.
Ambush Bonus
The First Attack of an Ambush is made with advantage against Surprised creatures. If it is a spell, then saving throws against it made by Surprised creatures are made at disadvantage.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Ok, so I have had longer to consider it and recently came up with a cool solution to ambushes, which I have already mentioned in another thread but I'd like to post it here for feedback!
Thanks!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Using Stealth and Perception as initiative is interesting, though I wonder how you would ambush at all if you’re in the open as opposed to having disadvantage on the roll.
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Spells, Monsters, Magic Items, Feats, Subclasses.
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I would probably consider it "staying very still", like using some leaf litter to cover yourself or using some sort of chameleonic ability. If you move, you blow it - whereas if you're physically hiding, you can move a little and get away with it!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Adapting this to DnD Beyond soon, but I want some potential feedback for this...
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The Wild Human Species for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
Hello fellow homebrewers. I have attempted to create a new variation of human that moves beyond the standard 'jack of all trades' stereotype. Instead, I got inspired by the amazingness of sweat and the raptor hand technique from Jurassic Park/How to Train your Dragon. Feedback welcomed!
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now