Initiative & Surprise 🎲
🕒 Initiative: Determining Turn Order
At the start of combat, everyone rolls a d20 + Dexterity modifier.
Highest to lowest determines who acts first.
Ties are broken by Dexterity score (or the DM decides).
Once set, this order repeats every round until combat ends.
Example:
Rogue rolls 18 (acts first)
Orc rolls 14 (second)
Wizard rolls 10 (third)
Goblin rolls 7 (last)
Turn order keeps combat fair and structured — but going first can mean the difference between landing a killing blow or being caught flat-footed. ⚔️
😲 Surprise: Catching Foes Off Guard
Surprise occurs before initiative if one side catches the other unaware.
How it’s decided:
DM compares attackers’ Stealth checks vs defenders’ Passive Perception.
If you fail to notice an enemy — you’re surprised.
If you’re surprised:
You can’t move, act, or take reactions on your first turn.
After that first round, you can act normally again.
💀 Why Surprise Matters
Surprise gives attackers a free opening strike while their enemies do nothing.
Ideal for Rogues, Assassins, and other ambushers.
Many abilities (like Assassinate) rely on striking before the enemy acts.
Example:
The Rogue hides behind crates and wins initiative.
The guards are surprised and can’t react.
Rogue attacks with advantage and lands Sneak Attack damage —
easily dropping a target before combat truly begins. 🗡️
⚡ Tips for Maximizing Surprise
Use terrain for cover before combat.
Coordinate with allies — let the stealthiest initiate.
Communicate quietly and signal when to strike.
Spells like Silence or Invisibility can enhance surprise setups.