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Sometimes overthinking can be a problem. Play the scenario out in your mind like a movie and than use rules that support it. Treat all modes as dealing with time but in different size measurements.

Did the Mimic notice them before they entered? If so, can the Mimic reach them without movement? Can the Mimic see the door open? "Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment."

1. if starting/ending in LOS of an enemy, the party is not able to sneak or avoid notice
2. check Per to see who notices the other first (separate from initiative) -sounds & smells happen before sight. This will decide if one side surprises the other.

a. Players can use Actions and Reactions during Exploration (pg 496)
b. Reactions occur when triggered and can be before the first turn begins (pg 472/498)
c. Attackers can prepare a Ready action to use as a Reaction (pg 17)
d. Initiative uses Stealth vs Perception when HIDDEN (pg 251)
e. If player is hidden, target is Flat-Footed -2 AC (pg 620)

Surprise Example
Player: "I'm going to hide in this doorway and attack the first enemy that comes along with my sword" [Ready Action set as a Reaction]
 
Enemy: Enters hallway but out of range of player [To notice: Stealth vs Perception; player wins so we continue]
 
Enemy: Unsuspectingly walks within range of the hidden player
 
Player’s Reaction is triggered so the Readied attack occurs vs flat-footed target
 
Both: Roll Initiative / Start Encounter


House Rule: You could alternate adding the extra 5 on that character's Strides much the same way that diagonal movement is handled.

Ex:
Stride 1: don't add the extra 5
Stride 2: add the extra 5
Stride 3: don't add the extra 5


Surprise can be handled with the existing rules in a way that is realistic and fair. Essentially, treat Encounter mode and Exploration mode the same as the rules cross over.

a. Players can use Actions and Reactions during Exploration (pg 496)
b. Reactions occur when triggered and can be before the first turn begins (pg 472/498)
c. Attackers can prepare a Ready action to use as a Reaction (pg 17)
d. Initiative when hidden uses Stealth vs Perception (pg 251)
e. If player is hidden, target is Flat-Footed -2 AC (pg 620)

Example Scenario
Player: "I'm going to hide in this doorway and attack the first enemy that comes along with my sword" [Ready Action set as a Reaction]
 
Enemy: Enters hallway but out of range of player [To notice: Stealth vs Perception; player wins so we continue]
 
Enemy: Unsuspectingly walks within range of the hidden player
 
Player’s Reaction is triggered so the Readied attack occurs vs flat-footed target
 
Both: Roll Initiative


Nefreet wrote:

Battle Medicine does take two hands, because using a Healer's Kit requires two hands, and you use a Healer's Kit to Treat Wounds, which is what you're doing when you use Battle Medicine.

(I'm assuming you didn't mean to post this in the PFS Forum, so I flagged it for General Discussion? Rules Discussion?)

Sidenote: my -2001 uses Battle Medicine in conjunction with Quickdraw to make the action economy not hurt so much.

Wow. After reading the replies to this post it makes me glad I don't ask for other peoples opinions.