2025/7/22 14:54 Encounters - OSE SRD
Encounters
An encounter begins when characters meet a monster, either due to there being a planned encounter in the area being explored or because a wandering monster check (see Wandering Monsters) indicates
an encounter.
Contents
Encounter Sequence
Surprise
When to Check
Light and Surprise
Surprise Checks
Effects of Surprise
Encounter Distance
Initiative
Actions
Player Character Actions
Monster Actions
Common Actions
Movement
Evasion
Conclusion
Encounter Sequence
1. Surprise: The referee rolls for surprise, if applicable.
2. Encounter distance: The referee determines how far away the monsters are from the PCs.
3. Initiative: Any sides that are not surprised roll initiative to determine who acts first.
4. Actions: Any sides that are not surprised decide how they will respond to the encounter. The encounter is played out accordingly.
5. Conclusion: One turn has passed.
Surprise
When to Check
A check for surprise is made for any side that is not expecting the encounter. For example, if a monster has spotted an approaching party’s torch light and is waiting quietly, the monster would not need to roll
surprise, but the party would.
Light and Surprise
Characters or monsters that carry a light in a dark environment are usually unable to surprise opponents, because the light gives their presence away.
Surprise Checks
Each side that is not already aware of the other’s presence rolls 1d6.
Monsters: The referee rolls for monsters.
PCs: One player rolls for the adventuring party as a whole.
Results: A result of 1 or 2 means the side is surprised.
Effects of Surprise
Both sides surprised: There is simply a momentary confusion—neither side has any advantage.
One side surprised: The side that is not surprised gains a one round advantage. The surprised side cannot act that round.
Encounter Distance
The situation in which the encounter occurs often determines how far away the monster is. If there is uncertainty, the encounter distance may be determined randomly:
Dungeon: 2d6 × 10 feet.
Wilderness: 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
Waterborne: 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
Initiative
(See Combat for full details.)
Roll 1d6: For each side, at the start of each round.
Winner: The side with the highest roll acts first, followed by other sides in order from highest to lowest initiative.
Ties: Either both sides may roll again, or actions on both sides may be resolved simultaneously.
Actions
Player Character Actions
The players decide how they will act.
Monster Actions
The referee determines monsters’ reaction to the party. Sometimes, circumstances make it obvious how a monster will react. Otherwise, the referee may roll on the table below to determine how a monster
reacts to the party.
Charisma: If one specific character attempts to speak with the monsters, that character’s NPC reactions modifier due to CHA (see Ability Scores) is used to modify the monster reaction roll.
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2025/7/22 14:54 Encounters - OSE SRD
Monster Reaction Roll
2d6 Result
2 or less Attacks
3–5 Hostile, may attack
6–8 Uncertain, confused
9–11 Indifferent, may negotiate
12 or more Eager, friendly
Common Actions
Any action is possible in an encounter, but the following are common:
Combat: If one side attacks, casts spells, or makes tactical movement, begin tracking time in rounds, following the combat procedure (see Combat).
Evasion: If one side decides to flee, the other may decide to pursue. See #Evasion.
Parley: PCs may attempt to communicate with monsters. Opening an encounter in this way can influence the monsters’ behaviour (see #Monster Actions). If both sides decide to talk, the negotiation may
be role-played.
Movement
Encounter movement rate: During encounters, a character can move up to one third of their base movement rate per round in feet (in the dungeon) or yards (in the wilderness). For example, a character
whose base movement rate is 120’ could move 40’ per round during a dungeon encounter.
Maximum duration: Characters may move at this rate for at most 60 rounds (one turn).
Evasion
If one side wishes to avoid an encounter, it may attempt to flee. This is called evasion and is only possible before combat has begun. When a side decides to attempt an evasion, the opposing side must
decide whether or not to pursue.
Players: May decide freely whether they wish to pursue fleeing monsters.
Monsters: The referee must decide whether monsters pursue fleeing PCs. (A low roll on the Monster Reactions table may be taken to indicate that the monster will pursue.)
No pursuit: If the opposing side decides to let the other side flee, then the evasion automatically succeeds; the encounter is avoided.
Pursuit: If the opposing side gives chase, the chance of the evasion succeeding depends on the environment being explored. See Evasion and Pursuit.
Conclusion
An encounter is assumed to take at least one full turn to complete, including time to rest, regroup, clean weapons, bind wounds, and so on, afterwards.
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This page was last edited on 13 March 2023, at 14:24.
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