Originally Posted by The_Red_Queen
Originally Posted by Zarna
What about if the surprise attack works only for any character in stealth? First hidden character attacks, then non stealthed characters get brought into initiative like normal, any others in stealth get to make their surprise attack first then added to the initiative order.


I’m not sure I’m understanding this suggestion. I suspect I may just not be getting your point.

But in case I am, let’s take the two alternatives in turn. We’ll assume that our whole party is in stealth, then one attacks, surprising the enemies.

At that point, their attention drawn, the enemy should have an opportunity to spot their attacker and anyone nearby, but for the sake of simplicity we’ll say any other party members forced to make a stealth check succeed, so the whole party remains in stealth except for the attacker.

So the proposal is that combat always starts at that point, and let's say that the “surprising” character always gets first spot in the initiative queue as per mrfuji3’s good suggestion.

We have suggested that all enemies and party members enter combat, roll for initiative and get slotted into the queue, then our initial character gets to complete any other actions and bonus actions (beyond their initial attack) before ending their turn. Any enemies would effectively skip their turns in this first round as they’re all surprised, so what actually happens in this first round is that the rest of our party get to take their actions and bonus actions, with the advantage of starting their turn in stealth as they were hidden when combat started. Our "surprising" character then gets to make their second attack, but by then enemies can take reactions and then combat proceeds as normal.

In summary, in the first round our whole party gets to take their actions and bonus actions with the advantage of stealth on their first attack, and the enemy gets to do nothing.

Is your suggestion that only your surprising character actually joins combat at first? If so, let’s work that through. If they then complete any other actions and bonus actions without you bringing in the rest of your party and you end the turn then all the enemies will get to complete a surprise round but you won’t have chance to bring the rest of your party into the combat as you need to do that on the turn of one of your party, when combat is paused for you. So instead of ending the first character’s turn, you have the rest of your party attack one by one. They get their initial attack with advantage of stealth, then roll for initiative and get slotted into the combat queue, but it’s still your first character’s turn so they can’t do anything else yet. Then once you have all your party in combat, you end the turn of your first party members, and in this first round all enemies just get to gape in surprise while the rest of your party get to make any remaining actions and bonus actions in turn.

What this means is, in the first round, your whole party gets to take their actions and bonus actions with the advantage of stealth on their first attack, and the enemy gets to do nothing.

That is, exactly the same as option one except that you have to manually bring the rest of your party in, there are questions that need to be addressed about whether your party members who stay outside combat are still in turn based mode aligned to the combat (and potential cheese if they’re not) and complications if you don’t bring all your party members in at once and instead bring one in, end the first character’s turn, bring in another and then they roll better initiative than the character you’ve already moved to.

That’s why I think I’ve misunderstood your suggestion! I think you might alternatively be suggesting that subsequent party members might be able to join the combat in later rounds and newly surprise the enemy, which sounds hard to implement in practice. Surely there shouldn’t be a whole other round with surprised enemies, and it’s not clear what it would mean for one enemy to be surprised (do just they miss their next turn?) or enemies to be surprised only by one of your party. And anyway, I would suggest that any “surprise” caused by later party members joining the battle is represented by the advantage they’re getting from attacking from stealth, so adding a surprise turn at that point would be double counting.

Or perhaps I’m still misunderstanding ….
I think I am just not good at explaining things well. What I was suggesting with this stealth part, was that in essence, all of our characters are being brought into combat at once, but only the ones in stealth are making surprise attacks because the enemy can see the others. Those in stealth who weren't first to attack would be automatically added at the beginning of initiative, but the non stealthed ones would be added in wherever. It was more meant as an option for those who find the whole surprise attack thing too much cheese, but please disregard it because it was a stupid random insomnia fueled idea and it would be even more of a pain to implement than other things.

Originally Posted by mrfuji3
Basically what @The_Red_Queen says above. This:
Originally Posted by Zarna
What about if the surprise attack works only for any character in stealth? First hidden character attacks, then non stealthed characters get brought into initiative like normal, any others in stealth get to make their surprise attack first then added to the initiative order.
seems basically the same as
Originally Posted by The_Red_Queen
We have suggested that all enemies and party members enter combat, roll for initiative and get slotted into the queue, then our initial character gets to complete any other actions and bonus actions (beyond their initial attack) before ending their turn. Any enemies would effectively skip their turns in this first round as they’re all surprised, so what actually happens in this first round is that the rest of our party get to take their actions and bonus actions, with the advantage of starting their turn in stealth as they were hidden when combat started. Our "surprising" character then gets to make their second attack, but by then enemies can take reactions and then combat proceeds as normal.
But the first suggestion means that players must manually bring each stealthed party member into initiative. This is needless work and in multiplayer, this means that any players in TB mode have to wait even if it's their turn, otherwise they'll advance the turn order and enemies might be able to go before the stealthed characters make their surprise attacks to enter the initiative.

The main mechanical hurdle of the latter suggestion is making sure all enemies are Surprised for their first turn. But BG3 already does something like this, no? I've seen many reports that attacking from stealth leads to the PCs getting an entire turn or two before the enemies can go.
I was hoping things would be changed to automatically bring everyone into initiative, but please disregard that idea anyway.

A side note about multiplayer, tested surprise attack/ambush with two people earlier. It is possible to both attack at the same time as expected. Don't have two more people to test with, but since it worked with two, I am sure it works with four.

Currently the game allows the ambush/surprise attack as you said, but people have been complaining that one character is getting dogpiled by all the enemies. Some have had a kneejerk reaction to this in other threads and have requested that all characters be brought into initiative immediately no matter what, disregarding that doing this in singleplayer would remove the ability to surprise attack from all but the first character. The main thing I want is some sort of system to make ambush/surprise attack less tedious and also to bring everyone into combat so other people don't have their issue any more, but without ruining a useful strategy to do it. Think we have had some good discussion on ideas for this.

Originally Posted by The_Red_Queen
Originally Posted by Silver/
Honestly, there are worse ways to cheese at Level 2-4 than stealth. All you need is a portable explosive barrel and Astarion's fire arrow cantrip.

What gets me is that stealth is not fun to play.

Yeah … I know others have also said it, and I agree … barrelmancy doesn’t bother me nearly as much as stealth. I mean, I guess you could make it so explosive barrels could only be moved and not actually picked up, which I think might already the case for some objects like rocks? That would make shifting them any distance extremely tedious. I’m not desperately keen to rain on the parade of anyone who enjoys using barrels for cheesing, though, as I can quite easily ignore the fact that I can run around with and effectively teleport barrels and instead just use them when I consider “fair” (ie when they’re already near or on the battlefield).

Whereas, as you say, given the way they’re implemented, we can’t actually use ambush and stealth in combat in a way that feels smooth, fair or fun. And I really think we should be able to.
I had thought of something a while back for barrels, you can only carry them in hand and enemies could stop you if they saw you moving furniture. Now I really don't care about loading backpacks with barrels, dipping, and send to camp, these are cheese options that I can easily ignore and unlike shove, they do not get used against me so I can pretend they do not exist. Stealth really needs work to be less tedious and more immersive, and shove needs to be fixed.