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The Senate / Re: The Condition Track Killer
« on: September 26, 2020, 08:57:29 am »
Builds like these are so easily countered.
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Aware = Not Surprised; the presence of a Surprise round all depends on awareness and if some have it while others do not.
To see if I can follow your Instances:
Instance 1: No one is aware of the other side until EVERYONE is suddenly aware of everyone else. This might be everyone in a pitch black room (no darkvision!) then the lights come on. There's no Surprise Round as it is effectively cancelled out.
Instance 2: If everyone is aware of everyone else there's no Surprise Round. This can be two sides on opposite sides of a barrier that is coming down when both groups know the other group is on the other side.
Instance 3: This is when some are entering a situation where only some people are aware of the other side. This is where you get a Surprise Round as those who are Aware at the time get to act while those who are unaware (Surprised!) don't get to act in the initial round. I'm not sure how you can be Aware and Surprised at the same time as those are contradictory conditions.
I've got no idea what that Instance 4 is although I suspect it's related to Instance 3 although this time the "side" has been switched.
2. Part of one or both groups enters aware of of the other group while other are unaware: This triggers a Surprise Round; now the Ambush Specialist can declare that Prime Target (I believe that's the term) during this surprise round if the character can act (is aware) but AS wouldn't trigger again on the first regular round of combat as well.
It's that last line which means you can take AoO during the surprise round.
As for needing to "draw" the Pike that doesn't matter when it already IN YOUR HANDS and ready to go.
Ambush SpecialistFrom the wording of Ambush Specialist, it's criteria is the Soldier not being Surprised on the first round.
If you are not Surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the Surprise Round for the purposes of Talents and Feats that trigger only during the Surprise Round. Additionally, during the Surprise Round as a Free Action you can designate a target as your Prime Target. You gain a +2 morale bonus to attack rolls against your Prime Target until the end of the encounter.
Ok, I think I´ve had enough of this debate. I think now we can agree on two points:
A) I believe that Surprise round counts as first combat turn
B) You (Oddomattx) believe that it doesn´t
I´ve tried to make you accept my point of view, and you did the same (with more quotations I admit). Neither of us succeeded, and I think that brings us to third point we can agree on:
C) we can´t change each other point of view. I think I can deduce that much from the effort you put into proving it, and you know you can´t change mine because I just said it here
Who´s right? I don´t know. But I feel that if I try to force you to do it my way than I´m the loser since I´d be taking away your right for your opinion and your enthusiasm for the game (and mine too, by the way).
That gets me to the end: I hope we can agree to disagree on this one. I´m not going to dispute this topic any further since I do not believe I could do anything productive. (Though I admit I´d like to see more different people opinions)
The Combat Round
Each round represents 6 seconds in the game world. In the real world, a round is an opportunity for each character involved in Combat to take one or more Actions. Anything a person could do reasonably in 6 seconds, your character can do in 1 round.
Each round begins with the character with the highest Initiative check result and then proceeds, in descending order, from there. Each round uses the same Initiative Order. When a character's turn comes up in the Initiative Order, that character performs their entire round's worth of Actions. For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term "Round" works like the word "Month." A month can mean either a calendar month or a span of time from a day in one month to the same day the next month. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same Initiative number the next round. Effects last a certain number of rounds end just before the same Initiative number that they began on.
Combat Sequence
Generally, combat runs in the following way:
1. The GM determines which characters are aware of their opponent at the start of the battle. If at least some combatants are unaware of their opponents, a Surprise Round happens before regular rounds begin. If there is a Surprise Round, each combatant starts the battle Flat-Footed. A Flat-Footed character doesn't add a Dexterity bonus to their Reflex Defense. Once combatants act, they are no longer Flat-Footed.
2. The combatants who are aware of the opponents can act in the Surprise Round, so they make an Initiative check. In Initiative Order (Highest to lowest), combatants who started the battle aware of their opponents each take a single Action (A Standard Action, a Move Action, or a Swift Action; no Full-Round Actions allowed) during the Surprise Round. Combatants who were unaware do not get to act in the Surprise Round.
3. Combatants who have not yet made an Initiative check do so. All combatants are now ready to begin the first regular round. If all combatants were aware of their opponents when the battle began, there is no Surprise Round and this is the first step in the Combat Sequence. If there is no Surprise Round, no one starts Flat-Footed (Everyone was alert enough to be ready for a fight).
4. Combatants act in Initiative Order.
5. When everyone has had a turn, the combatant with the highest initiative acts again, and Steps 4 and 5 repeat until combat ends.
Combatants who have not yet made an Initiative check do so. All combatants are now ready to begin the first regular round.Plain text.
Yes, I added those in an edit. It got lost in first writing. Problems with writing a single post for two hours at work, sorry for inconvenience.I work the night shift as well. Totally understandable.
What I tried to say - if you say that Surprise round is not first round of combat, then it is not part of combat since there is no zero round or anything.Why are you calling the Surprise Round anything other than the Surprise Round?
That would mean what I implied - that you could have several surprise rounds if not all combatants are aware,How?
and dozens abilities that state "in combat" or "during combat" in its description could be ruled that they are not available during surprise round.How are you getting to this conclusion?
Yes, it is close to going to reductio ad absurdum, but the point is - if you rule that Surprise round is not first round of combat, then these statements are going right according to the logic.How so?
What I meant is that there are regular rounds and surprise rounds but they are BOTH combat rounds, Surprise round being first combat round if present.What is this "Combat Rounds?"
EDIT: The round does involve every combatant, but not every combatant can act during round. If someone goes Unconscious during the combat, he can take no actions, yet is still part of the combat. He can be healed, coup-de-graced, attacked...Sure, that's what I was trying to say. Not every combatant can act during the Surprise Round, yet during a typical Round, everyone can act to some degree thus, this (Surprise) Round is atypical. The rules call this kind of a Round, a Surprise Round. Combat takes place but it's not the first Round. It's "Pre-First Round" or simply, the Surprise Round. I believe the d20 system's wording suffices.
Maybe this will make my take on the surprise round clear:Again, See above.
When does the combat start?
A) with surprise round
B) after surprise round
if A is true, then logic dicates surprise round is first round of combat, since it is part of combat and it is roundYou're lacking definitions of what constitutes a Round before you can justify what the first Round is.
Initiative Order
In every round during combat, each combatant gets to do something. The combatants' Initiative checks determine the order in which they act, from highest to lowest.
if B is true, then logic dictates first regular round is first round, but also that you can´t use any abilties used "in combat" in surprise round, since the combat hasn´t started yetThis a complex error in reasoning.
Also,you wouldn´t be able to use some feats, talents and abilities that state you use them in combat:
Ambush (CWCG 40) couldn´t apply its +2 dice to oponents who haven´t yet acted in combat since the combat hasn´t begun yet
Physical surge (JATM 81) would mean that if you´re not surprised in surprise round, you do not get the bonus swift action because you roll your initiative not at the start of combat but before
Force warning (KotOR 40) couldn´t be used to improve your initiative in surprise round even if you are the ambusher
Double agent (CWCG 22) again couldn´t be used during surprise round
... and many more
Physical Surge
Whenever you roll an Initiative check at the start of combat, you can spend a Swift Action immediately, regardless of whether or not you are Surprised.
Double Agent
When you roll Initiative at the beginning of combat,[/b] also roll a Deception check, comparing the result to the Will Defense of all enemies in line of sight. If your Deception check is successful, that target cannot attack you and does not believe you to be an enemy (Though they do not consider you an ally) while this effect is active. If you attack or otherwise obviously harm or hinder a target under the effect of this Talent, or one of that target's allies, this effect ends. This is a Mind-Affecting effect.
Force Warning
Allies within 12 squares can choose to reroll their Initiative checks at the start of combat, but must keep the result of the reroll, even if it is worse. Furthermore, if any allies within 12 squares are Surprised at the start of an encounter, but you are not, you can designate a number of those allies equal to your Wisdom modifier (Minimum 1); those allies are no longer considered Surprised, and can act normally during the Surprise Round.
Ambush
During a Surprise Round, before combat begins, if you are not Surprised you can give up your Standard Action to allow all non-Surprised allies within your line of sight to take an extra Move Action during the Surprise Round. Allies can spend this Move Action to instead re-roll their Initiative checks and take the better of the two results as a Free Action before combat begin.
Scoundrel fails Deception against Negotiator A and uses Surprise Strike, Negotiator A and B are Surprised but aware. Drunk Guard fails Perception while talking to another bar patron, he's Surprised and Unaware.
Scoundrel, Negotiator A and B roll initiative in the Surprise Round, but not Drunk Guard. If Scoundrel rolls a 12 and Negotiator A and B roll a 15, Scoundrel has to wait his turn to use Surprise Strike and since he reacted slower, Negotiator A and B managed to lose Flat-footed status by the time Scoundrel takes his turn.
(You should WANT this to happen this way, considering that level 3 Scoundrels using Surprise Strike against a seasoned 10th-Level Soldier would still try to 'pass a fast one' but be unfortunately outmatched due to how Skills work with Heroic levels. The Soldier's Initiative would still be higher than the Scoundrels so even though the Scoundrels may try the Soldier, those low level Scoundrels are likely to be too slow to be a real threat).
Surprise states that opponents are surprised when the combat starts. That means that surprise round (if present) is part of combat, and then it must be the first round since no other round appeared before it. If the surprise round is not part of combat, then whatr happens? Some of the combatants are unaware, thus the surprise round occurs. IF it is NOT part of combat, then after it a combat starts, you AGAIN check for awareness, and you AGAIN have surprise round. Sure, if on your first round you shoot, it makes enemies aware of you, but you could be doing many different things that would not make them aware
In the surprise round statemnet, it is written that first REGULAR round starts after it.
That regular part is the core here. It means that combat rounds consist of more than single type - there are regular combat rounds, and there is surprise round.
Ambush Specialist
If you are not Surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the Surprise Round for the purposes of Talents and Feats that trigger only during the Surprise Round. Additionally, during the Surprise Round as a Free Action you can designate a target as your Prime Target. You gain a +2 morale bonus to attack rolls against your Prime Target until the end of the encounter.
Funny you say that you dislike Steven saying that "surprise round is combat round because it has round in the name", yet at the same time you basically say "surprise round is not combat round because it doesn´t have combat written in the name"
As for the Surprise Round NOT counting as the first "round" of combat it most certainly IS. I mean it's right there in what it's called! The Surprise Round starts characters on the initiative wheel and while things may have a number of benefits and restrictions the first time around the wheel it still is a round.
The Surprise Round
If some, but not all, of the combatants are aware of their opponents, a Surprise Round happens before regular Rounds begin. The combatants who are aware of their opponents can act in the Surprise Round, so they make Initiative checks. In Initiative order (Highest to lowest), combatants who started the battle aware of their opponents each take a single Action- a Standard Action, a Move Action, or a Swift Action (But not a Full-Round Action)- during the Surprise Round. If no one is Surprised, a Surprise Round doesn't occur.
From the D&D 3.5 d20 SRD
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.
Would it help if it just said that Ambush Specialist lets you use "Surprise Round only" abilities in the first round if you are NOT surprised? Mostly that's just changing the order things are stated because if there is a Surprise round and you don't get to act during that then you aren't acting until the second round meaning the time for AS has passed.
As for Spring the Trap the issue with it that Ghondar is bringing up is that it only take ONE bad roll from your group to ruin the chance at a Surprise Round even if there wouldn't normally be one. It's possible you have a one-dimensional group that's focused on Initiative yet will be announcing its presence making Spring the Trap more useful but generally you have someone who doesn't "get with that program" as there are other needed. I know I don't come close to prioritizing Initiative as a trained skill and instead put more focus into spotting the enemy first; I guess Initiative is also used to resist feints but beyond that it's a skill you roll once a fight and how well you need to do with it is all relative. If you've got a character who makes frequent use of Ready or Delay the initiative you start at isn't always that important.
Surpise strike
I was about to agree with Steven, but after reading the talent carefully, I think you´re right in the fact that it gives you surprise round for you only AND a free action to attack. What made me accept is is the fact that quick draw is mentioned. If you didn´t have that action (which you can use with quick draw to draw a weapon and then make an attack with it), there would be no need to mention quick draw as there would be no way to draw your weapon anyway.
So, with surprise strike, you can make TWO unarmed attacks (one as standard action you gain from surprise round, one as free), or draw a weapon without quick draw (move action) and make free unarmed attack (because Suprise strikes allows you to make attack with weapon as free only if you have quick draw), or draw a weapon with quick draw (swift) and make an attack with it as free. Or, with lightning draw (which has quick draw as prerequisite), you could draw a weapon and attack with it (standard action-Lighting draw) and attack with it again (free action-Surprise strike).
(or one of hundered different things with the action you get plus one free unarmed attack)
Ambush specialist
Ambush specialist lets you treat first round of the combat surprise round to activate feats, talents... However, suprise round, if occurs, IS a first round of combat. So when first regular (aka, non-surprise) round comes, you can´t activate it again, since it is the second round of combat, and the first round of combat already occured - the surprise round.
Surprise
When combat starts, if you are not aware of your enemies, but they are aware of you, you're Surprised. If you know about your opponents, but they don't know about you, you Surprise them.
Sometimes all the combatants on a side are aware of their opponents; sometimes none are; sometimes only some of them are. Sometimes a few combatants on each side are aware, and other combatants on each side are unaware.
Determining Awareness
The GM determines who is aware of who at the start of a battle. They may call for Perception checks to see how aware the characters are of their opponents. Some example situations:
The mission team enters a cantina and immediately spots a gang of Rodians. Alert and watchful, the Rodians also notice the heroes. Both sides are aware; neither is Surprised. The heroes and the Rodians make Initiative checks, and the battle begins.
While exploring an abandoned armory, the heroes are being watched by a pack of Jawas. The Jawas lurk in hiding places, waiting for the right time to strike and defend their new lair from the intruders. Sia-Lan spots one of the Jawas as it tries to sneak behind a partially destroyed Battle Droid. The Jawas shriek and leap from their hiding places, surrounding the heroes. The Jawas and Sia-Lan each get to act during the Surprise Round. The other heroes, caught unaware, can't act. After the Surprise Round, the first regular Round of combat begins.
The mission team advances down a dark corridor in the Space-Station fortress of Grumbog, an alien warlord, using Glow Rods to light the way. At the end of the corridor, three of Grumbog's soldiers have set up an E-Web Repeating Blaster. They fire the weapon, sending a powerful blast down the corridor. That's the end of the Surprise Round. After determining whether any of the heroes were hit, and calculating Damage, the GM announces that the first regular Round of combat begins. The mission team is in a tough spot, since they are facing a powerful weapon and still can't see who is attacking them.
The Surprise Round
If some, but not all, of the combatants are aware of their opponents, a Surprise Round happens before regular Rounds begin. The combatants who are aware of their opponents can act in the Surprise Round, so they make Initiative checks.[/b] In Initiative order (Highest to lowest), combatants who started the battle aware of their opponents each take a single Action- a Standard Action, a Move Action, or a Swift Action (But not a Full-Round Action)- during the Surprise Round. If no one is Surprised, a Surprise Round doesn't occur.
Unaware Combatants
Combatants who are unaware at the start of battle do not get to act in the Surprise Round. Unaware combatants are Flat-Footed because they have not acted yet, so they do not apply their Dexterity bonus (If any) to their Reflex Defense.[/b]
Ambush Specialist
If you are not Surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the Surprise Round for the purposes of Talents and Feats that trigger only during the Surprise Round. Additionally, during the Surprise Round as a Free Action you can designate a target as your Prime Target. You gain a +2 morale bonus to attack rolls against your Prime Target until the end of the encounter.
Commander's Prerogative
Prerequisite: Trained in Initiative
During the first round of combat in an encounter (After the Surprise Round, if any), you can take your turn before any of your allies, but you must use either the Share Talent Prestige Class ability or a Talent from one of the following Talent Trees as part of your turn: Commando Talent Tree, Leadership Talent Tree, or Military Tactics Talent Tree. On the subsequent round, you return to your normal place in the Initiative Order.
Spring the Trap
If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a Surprise Round, even if the opponents are aware of you when combat begins.
Extended Ambush
Reference Book: Star Wars Saga Edition Unknown Regions
Prerequisite: Improved Stealth
During a Surprise Round, if you make a ranged attack against a target that is Surprised, you can Aim at the target as a Free Action.