I’m looking at adding Surprise Rounds to my game, similar to how they worked in first edition. If combat breaks out and only some (but not all) of the combatants are aware that combat is starting, then we have a Surprise round. Everyone rolls initiative as normal, and is ordered accordingly. But then only those who are aware of combat get to act (in their initiative order). Once this Surprise round is over, we go back to the top of the initiative order for the first full round of combat.
In First edition, during a surprise round, you could only take a single move or standard action. This represented a shorter amount of time to act before everyone was ready and aware of combat. With this standard action you could make a single attack, move or Cast a Spell or similar.
Now in Second edition, during the Surprise round, I’m unsure whether to allow a single action only. (Which wouldn’t allow for Casting a Spell) or whether I should allow 2 actions. (Which would allow creatures to attack twice) or some more nuanced allowance (eg one attack or Cantrip plus one Step)
Has anyone implemented similar in their games? What are your thoughts on this house rule? What should creatures be able to do in a Surprise round?
As a final consideration - Surprise rounds were addressed in Pathfinder Unchained (which was the precursor to Second edition’s 3 action system. Unchained gave two “acts” as follows:
“Surprise Round
When combat starts, if some but not all of the participants are aware of their opponents, a surprise round occurs before the first round of combat. Those who are aware can commit up to 2 acts during the surprise round, and gain a reaction when that round is over. If all combatants are aware of their opponents, skip the surprise round.”