Being surprised in HARP gives you a -20 to Initiative for the first round. Isn't this enough?
I'm not sure an initiative penalty really sums up what I want here. Initiative merely shows when your action in a round is resolved. Using initiative to represent suprise still allows a suprised character to have his full activity for that round. Even if he resolves any actions last, he still performs the same amount of activity as the ambusher in those two seconds.
In reality, a suprised person often fails to act completely for a considerable time. In studies related to driving, reactions where the responses are fairly limited (hit the brakes or turn the wheel) still took a few seconds. In a completely unanticipated event, people tend to lock up for even longer.
Conversely, in situations where there is a reflex involved, like flinching away from something you didn't see coming, reactions can be very rapid. But as soon as you require what Colonel John Boyd called the "OODA Loop" reaction times tend to get longer. (OODA= Observation, Orientation, Decision, Action.)
Of course it is all just a game, and the idea is to have fun, but I like to throw in some realism when I can. Just telling the players, "You can't act this round" and then quoting studies and saying "OODA Loop" tends to make them mad or frustrated. If I tell them, "When suprised or disoriented, you have to roll this maneuver" then they just get mad at the dice. Plus it seems more "fair" if they have a
chance of getting what they want, even if it isn't a great chance.
FatSteve