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Hero
This thread was very interesting until it became yet-another-stealth-assassin thread.
Yep.

This thread was very interesting until it became yet-another-stealth-assassin thread.
Fair cop, it does say turn and not round, you're right. So yes, they can take reactions if they have reactions to take.
So then it boils down to an interpretation of whether "taking an action on their turn" is the same as "taking a turn," which is too damn fuzzy.
It seems to me RAI that the assassin should get their ability, but I agree the wording is vague. The auto-crit is still there in any case; it's just the advantage (and sneak attack that goes with it) that's in dispute. If the assassin strikes from hiding, they'll still have advantage anyway.
-The Gneech![]()
DM: 'OK, nothing happens. The guard opens a Playboy mag (Play-orc?) he had lying around and starts flicking through the pages'
Your move.
You are misinterpreting what it means to win initiative and then are troubled by your own misinterpretation. Of course you are troubled by it because it doesn't make sense.
Think of it this way: The Assassin fires the bolt at their target. Target rolls initiative, if they fail they don't get a chance for a special reaction. If they succeed they do.
Also, 99% of characters won't have a reaction to use anyway. Even if the guard does succeed on initiative, they are highly unlikely to have a reaction to use. In this case it just means that they adjusted themselves (or whatever) in a way that the Assassin didn't anticipate, and so they only do sneak attack damage, not an auto-critical.
I get that you think things represent different things. Here is the thing: This isn't 3.x or 4e or some other different game.
This is how 5e has always been. You just misinterpreted how to play it and haven't been playing by the rules the whole time.
I get that much of the terminology is the same or similar to previous editions, but this is a new edition which means that it is a new game. It has different design goals and the rules are constructed in a different way. I am personally 100% on board with the new design philosophy which is probably why I read it correctly from the start.
Transition periods are always the most difficult thing to handle. In this case we are looking at how different games handle the transition from a loose narrative timing structure to a strict turn based one. 3.x is very strict in what you can do turn by turn and is much more simulationist in its approach than 5e is. 5e is more concerned with representing tropes and story beats and is more narrative in its structure than 3.x. As a result they have entirely different ways of handling a similar situation. It is because they are different games.
DM: 'OK, nothing happens. The guard opens a Playboy mag (Play-orc?) he had lying around and starts flicking through the pages'
Your move.
But, it seems we are moving too far away from the point of the thread and driving people away from the conversation. I houseruled it to work the way I want, you guys do it the way you want. This was never a discussion about rules, only narrative.
To be honest, your interpretation is the one I like the most out of all the ones I've heard on this thread. I think I'll use it for my game.I look at this as a difference between being totally caught off guard and unprepared and on edge or a heightened sense of awareness. The character with alertness can be completely caught off guard but they'll never be surprised because of their "spidey sense". Whether it's a heightened set of reflexes, a preternatural awareness, or something mystical. They're caught off guard but not "surprised". It's the same with being hidden. Just because you are hidden doesn't mean that no one knows or suspects that someone is there.
This works for initiative too. In my games it would go like this.
1 - Assassin (hidden): "I'm going to shoot my bow at the unaware guard!"
2 - DM: "Roll initiative."
3 - Initiative is rolled. Guard wins.
4. - DM: "Just as you prepare to draw your bow back the guards ears perk up. He appears to be on alert. Your turn."
5. - Assassin (still hidden): "Okay, I don't shoot the guard. I'll wait until he comes back around and try to line up another shot."
6. - DM: "Ok, but it may be a while, something seems to have spooked the guard and he's looking around nervously. As you wait, you notice him talking to another guards who is acting more alert now."
...
To be honest, your interpretation is the one I like the most out of all the ones I've heard on this thread. I think I'll use it for my game.
By RAW, you are surprised at the start of combat if you don't detect a threat.
Whether you are aware of the creature or not.
For example, you could be in high-level government-type diplomatic negotiations; you can detect all the creatures, but that doesn't mean you automatically detect the threat of the guy suddenly drawing his dagger and stabbing you with it!
The RAW is that DMs determine surprise. He can determine surprise any way he damn well pleases!
He can just say, "those guys are surprised, those guys are not!"
Usually, he will ask for opposed skill checks.
Usually those skills will be Perception versus Stealth, because usually as soon as you detect the creature you detect the threat because you have reason to believe that the troll you see wishes to kill everything it sees.
But 'Stealth versus Perception' is not the rule; 'the DM decides who is surprised' is the rule.