A player could get upset about this, especially if those setback dice where the ones that kept the PCs from successfully pulling off their ambush.
I'm confused. What setback dice did Krieger22 mention?
If the NPCs failed to spot them, then the PCs should be free to successfully pull off their action. Instead they are screwed because the NPCs who don't notice them still can prepare for an ambush they don't know about.
As he said, those NPCs didn't know exactly what was going on, but they knew something was wrong.
I take it that you've never seen the movies where the characters on screen hear that all the animals have stopped making noises and it is suddenly way too quiet? Should these people completely ignore this sign and blithely stride ahead, comfortable in the knowledge that nothing bad could ever possibly happen to them, even if it suddenly is way too quiet?
To me, that breaks the narrative and would kill the immersion if I were a player. Is it really game breaking to allow the PCs a round of actions? Actions that they took pains to setup and prepare for? To me, that is more wargamey than allowing the PCs to act first or a surprise round.
What breaks the narrative is having the NPCs stand there completely unprepared and doing absolutely nothing to defend themselves, for one or more minutes straight -- all the while they are getting absolutely destroyed by hidden opponents which they couldn't previously see but could easily have inferred from their sudden feeling that something was wrong, even if they didn't know exactly what it was.
I'll say it again -- no surprise round. I'll say it again -- No Surprise Round. I'll say it again -- NO SURPRISE ROUND. I'll say it again -- NO FLIPPING SURPRISE ROUND. PERIOD.
Everything you could possibly achieve with a "surprise round" can be handled better and in a more narrative way through the use of setback and bonus dice for the respective PCs and NPCs. If you can't wrap your brain around that and you feel that you just gotta have that extra special hit that you can only possibly get from having a surprise round, then you need to go back and seriously re-think your approach to this game.
The NPCs in his scenario took cover (Ranged Defense 1) and used defensive talents (possibly setback dice to PCs). My inference.
Plus the whole point of an ambush is that you catch your opponents unaware. I would allow the NPCs Perception or Vigilance vs. the PCs stealth. If they fail then they fail. To me, that pre-roll to be aware of the ambush, trumps an initiative roll. I just can't see having one side fail their "awareness" checks and then win initiative. That doesn't make any sense to me. To me their pre-initiative rolls ARE their chance to gain any sort of bad feeling or sense of doom going into a situation. If they fail then they are screwed. That is the point of an ambush.
Having the NPCs (or even PCs for that matter) stand there unprepared and doing nothing is sort of the point. Man, if I was a player and I had rolled all successes, maybe some triumphs in setting up my ambush against some enemies, and they failed to spot (Perception) or be aware of (Vigilance) my trap, but my GM said roll initiative and I got the last slot and they all took defensive positions resulting in setback dice to my combat checks, setback dice I purposefully set up specifically to avoid, I sure would be pissed. (sorry for the run-on sentence)
You can say "no surprise round" all you want. It's not going to stop me from using it in my games because it has thus far not broken the game for our group nor has it broken our immersion. We've only used it once. We've only used it once because most times the cool vs. vigilance is enough to handle most scenarios. But to make a blanket statement like, "no surprise round ever" seems short sighted to me and I would never utter those words. The thing I love about this game is it is adaptable to whatever you want it to do. That is a MASSIVE boon to GMs and gives them the flexibility to run their games how they want, RAW be damned.
Also, we have a lot of fun in our games and the action has been fast and exciting. So, apparently we are doing something right so there is not need for us to "re-think our approach to this game". But thanks for the suggestion!
*EDIT* Just an fyi, the way I did handle the surprise round was a couple of the PCs just got a round of actions. Did the round last a full minute in-game? Not really. After that we just rolled initiative normally.
Edited by Inquisitor Tremayne