[RPG] An initial stealthy/surprise attack with subsequent adventurers entering combat afterwards

combatdnd-5esurprise

A group wants to maximise the potential for surprise attacks using their stealthy members. They don't want their less stealthy members to blow a surprise attack.

A party of four; two stealthy, two not. The two stealthy members travel in to a room (~30 feet or so) and leave the two non-stealthy members behind the door/in the previous room (hidden).

The two stealthy members throw to surprise some monsters in the room. After the first round of combat (which may include the monsters being surprised and not acting), the second round of combat starts and the two non-stealthy adventurers enter the room and enter combat. The two non-stealthy members did not want to try and surprise the monsters, they know they're too noisy, so they wait outside the room and out of sight and still.

Worked example

The party is two rogues with +7 Dexterity (stealth) and two dwarfs with -5 Dexterity (stealth). The dwarfs don't want to blow the potential to surprise the two orks with passive Wisdom (Perception) 15, they want to stay out of the room containing the two orks.

The two rogues throw stealth checks of >15 and the orks are surprised. The first round of combat occurs (containing only the two rogues and the two orks), the orks are surprised and cannot attack. After the first round of combat, the orks are not surprised. The two dwarfs now run in to combat, with initiative being throw for this 6 creature group.

Question

Is this permissible under the rules? Would DMs out there ask for/permit this selective throwing for surprise and (after that) for the rear guard to enter combat after the first round of combat (in which the monsters were surprised)?

Note

This is related but disimilar from How to determine surprise when only part of a side is stealthy?. I am asking about the temporary splitting of a party to allow a stealth member only surprise attack followed by non-stealthy members entering room and entering combat.

Best Answer

Basic

I'm going to address the general case rather than the highly specific example in the question. General guidance will be more useful to other readers with a similar question.

That said, let's start with the rules text...

If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the counter.

By definition, the whole group of player characters are trying to surprise the monsters, or none of them are. The less-capable ones can remain stationary and further away to facilitate that surprise, but they're still involved and still need to roll. The surprised/not surprised status is determined before initiative is rolled.

The reality is that the entire party is trying to be stealthy - some are just trying to do it while moving. The thunky rear guard group still needs to make Dexterity (Stealth) checks, but there are some modifiers that should be applied - advantage and disadvantage.

  • The complete lack of motion could grant the folks hanging behind advantage on their checks - in all likelihood simply washing with the disadvantage from the armor they're probably wearing.
  • The distance and obstructions could impose disadvantage on the passive Perception of the enemies, but only against the rear guard and only if they're far enough back that the distance is a hindrance to the targets. If they're just outside the room, no disadvantage should apply. If they're down the hall or around a corner, then it just might.

In effect, the advance team rolls Stealth with a DC of the targets' Passive Perception. The rear guard rolls Stealth with advantage against a DC equal to the targets' Passive Perception - 5.

From there, simply follow the normal rules for surprise. What they can do when the round begins can vary - maybe they don't have enough movement to get close enough to do anything, maybe they're forced to dash, maybe they have to use ranged attacks. There is no "Surprise Round" in 5E, as in previous editions.

Advanced

Because the rear guard is also ignorant of when the advance team actually strikes, it may be desirable (or at least somewhat more realistic) to consider them as three "sides" in the engagement, despite the fact that two are naturally allied.

Compare the rear guard's Passive Perception (you may consider giving them +5 for advantage because they know something is coming, just not exactly when) to the advance team's Stealth rolls, too, then follow the normal rules for surprise. This makes it possible for the rear guard to be surprised during the first round, making them a bit slow to engage because they have to wait for the sounds of conflict to know when to move in.

Alternatively, another method to reflect the rear guard's imperfect information would be to impose disadvantage on their Initiative checks. This could be interpreted or explained as them waiting until they're absolutely certain they heard the fight begin before moving in.

Advantage & Disadvantage

Advantage and disadvantage are among the most powerful tools at the DMs disposal for rewarding player thoughtfulness. They exist as a quick way to grant a benefit or drawback if the situation is good for a given participant. It has an almost minimal impact on speed of play, but can make players feel like their non-mechanical ideas have impact. What the exact advantage is doesn't matter. What the exact disadvantage is doesn't matter. If they have a big enough one to matter, apply it.