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Ein Übersetzungsproblem melden
Well, if surprise works a certain way on the tactical map, it is likely to work the same on the overmap, no? After all, there shouldn't be different rules for the same thing, that would be absurd.
I thought it was rather clearly implied to be related to the surprise condition:
https://imgur.com/AYn3cxM
That was the first check in the entire encounter, and the surprised condition is indented to it, implicitly marking causality. What's interesting though, is that the character making the check is not the character attacking the target... and there's only one check rather than four (which may feed into the theory of group surprise). The character making the check also had the highest Survival bonus in the group. I am not certain about this either, perhaps more experiments are in order.
As to the identify creature survival check, I thought it was made at the end of combat:
https://imgur.com/sZ3Uk2Q
Previously the "creature data" was updated after this check, by now this enemy is well known so no update. However, I did note the DC is the same in both checks, but that may only mean that they're following the same formula, not carrying the same effect.
________
Part 2
All right, after more experiments I stand re-re-corrected: the Survival checks at the beginning of combat are most likely related to identifying the enemy creature. Just tested it in different conditions:
1) On a completely unknown creature, after the initial Survival check the creature's window indicated "Knowledge: 1/4" when before it was "Knowledge: 0/4";
2) On a completely known creature ("Knowledge 4/4") there was NO survival check made at the beginning of combat, though the creature was Surprised.
This brings us back to the question of what determines surprise. Well, after experimentation, it seems to go as follows:
- if your group is not in stealth, enemies will run up to it and begin combat with normal initiative, no surprise for anyone;
- if your group is in stealth, enemies will ignore it if you keep them outside the "detection range" (wavy circles around around your characters), allowing you to attack them from stealth and causing surprise automatically (no check of any kind is apparently made);
- the stealth circles depend on your stealth score apparently, so higher score - smaller circle. If you get close to the enemy so it's inside the circle, the stealth indicator (hooded head) appears with a colored bar filling at a certain speed, probably also depending on your stealth score and possibly also the enemy's (passive?) perception. During this time, until the bar is filled, you can also attack the enemy and get surprise (as well as advantage for being hidden).
Those are all pretty basic points, anyone who used stealth in game is probably already acquanted with them. What they do show is that there is no special "surprise" calculation and it's all simply based on whether you are undetected by your target at moment of attack, which gives you the benefit of surprise. Obviously high stealth increases these chances, however even with relatively low stealth and wearing heavy armor you can still surprise enemies on the tactical map if you move carefully.
As to the overmap movement, I haven't experimented much with it yet, but I would assume it's also dependent on stealth vs. perception, as rules would require.
There's also the question of how watch rotation while camping might work. One thing that does differ from regular 5e rules, is that the game uses group surprise rather then individual surprise checks for each character. So that brings up the question: Who are the checks based on in various situations? It wouldn't make sense for a group of goblins to be making a stealth check vs the passive perception of a character who is asleep, for example. And in a mixed group of monsters attempting to ambush the party, is the stealth check done by the most stealthy or the least stealthy?
If we assume the game follows these rules:
1) Surprise = one side is unseen while the other is seen,
2) Unseen = winning DEX (Stealth) vs. WIS (Perception or passive perception) check,
3) Seen = losing DEX (Stealth) vs. WIS (Perception) check,
then it's obvious characters with high Stealth and Perception scores (as well as other related bonuses, like Darkvision if it's night time) have the advantage to surprise rather than be surprised.
As I understand, it's not quite clear whether the game checks every party member for surprise (as it should per PnP rules) or uses "group surprise", and if the latter, whether "group surprise" means selecting one party member (presumably with highest scores, but maybe with lowest scores?) to represent the group, or somehow averaging the Stealth and Perception scores of all party members to determine a "group score" that is then used.
A good experiment therefore would be to compare traveling across several different parties:
1) A party that contains 1 member with high Stealth and Perception scores, others having them purposefully low;
2) A party that contains 1 member with high Stealth and another member with high Perception, others having them low;
3) A party where all members have high Stealth and high Perception.
That would help us to determine how surprise actually works on the overmap.
It seems its what they setup, but mine seems backwards, like the Slow offers a penalty to my group instead of the other way around.
I have an anti-surprise party... All Sylvan Elves (no sleep).. all Dex 18-20. One Oblivion Cleric... playing on Cataclysm Difficulty and I have been surprised 3-4 times while travelling from level 1 to 5. I only travel in "Fast" mode though, mostly because I enjoy grinding random encounters for extra gold and xp. 2 of the surprises seem to be scripted, ie. first encounter after leaving town... and one encounter after picking up the crown. My party is now lvl 6 and my cleric got to 22 wis and I haven't been surprised for some time now.
Oblivion Cleric is definitely weaker in general except for the sole benefit of safe travelling.
What's your survival skill?
I have a cleric and a ranger, but only 4 in Perception.
I even seem to find the same amount of food and random craftings components.
The only "advantage" of traveling slow, would be for crafting maybe :x