D&D 5E Assassinate

Erroneous? I would like to see what the game designers intended before I assume you are correct. What seems erroneous is that someone would be considered to have taken a turn when they were unable to do anything on their turn.
Except *every single rule* agrees with his interpretation.

If surprised, you take a turn first round, and just can't do anything. The rules say this... all of the rules say this, and they all work with this. There is no rule that says you don't take a turn if surprised... you are making that up.


And yes, even the fiction works. It happens all of the time where someone is taken by surprise, but can still react to the attack.

Standing in front of someone and punch him....
He does nothing, I hit him in the face. (He was surprised, I won init so he could not react.
He tries to move his head, I glance off of his cheek. (He was surprised, I lost init so he could still react.)
He realizes what I am doing, and punches me first. (He was not surprised, I lost init so he acted first.)
 

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We should all step back and accept, that RAW may be interpreted differently at the table. I know several possibilities how to allow the assasin to make good use of the ability. And in fights, where both sides don´t have surprise, how the assasinate ability works. Advantage against anyone you have beaten the initiative. We are talking about bordercases. Most probably people tying to abuse that ability. It is a low level ability that competes with: you can use your cunning action to take the "use an object" action. Which may also be interpreted as using a magic item/healer´s kit feat...
 

So, according so some interpretations, if you are surprised you can't take actions and therefore you have not taken a turn. By this logic an assassin that wins initiative can attack with advantage and max damage the first round, the target doesn't get a turn, then the assassin can attack with advantage and max damage again since the target still has not taken a turn and is therefore still surprised? Yeah, a bit OP. An extension of this logic is that any player can bring the game to a standstill by simply refusing to take his turn. Since not taking any actions means you haven't taken a turn and a round can't end until everyone has taken their turn the game is stopped.

Yeah, RAW makes perfect sense. If the GM is so worried about the assassin getting his max damage just give him advantage on initiative and the target disadvantage. If the target still wins, then it's easy enough to narrate that he just happens to see the bolt flying through the air a just in time to prevent the auto-max damage.

Everything else is white room worry-mongering IMO.
 

Why would you consider a good representation one where an assassin for some reason can't use Assassinate against a target that can't see him? How does the target see the Assassin or know he's being attacked if the assassin has not acted yet? How do you rationalize that in the fiction? Or are you completely unconcerned with the fiction?

You still do damage, you still get advantage... you just don't get an automatic critical.
The 'fiction' behind Assassinate is that you caught him *so off guard* that he will not even get to react and you can get extreme pinpoint accuracy. It is like casting Hold Person for the attack. If someone can *react* to the attack, even a little bit... then it isn't an automatic critical hit.

If the rogue is well hidden and prepared... give him advantage. If the target is distracted or is completely confidant in his security, give him disadvantage. If the rogue still loses initiative... the Gods really hate him and he better watch out.



I wonder if the game designers agree with that interpretation given it does not represent the fiction the rule is attempting to simulate of the deadly shot from a hidden place.
Well, since every single rule they have written works with that interpretation.... it seems likely to have been their intent. Otherwise it would have been much easier to write "For the first round" or "until target takes an action", etc.... But for you to be correct, the designers had to make a *lot* of mistakes.

I also don't understand how you can interpret them as having taken a turn if they don't get to act. Seems like they've lost that turn. Unless they spell that out for you, you view it as them having a taken a turn. Where as I view it as them having lost their turn due to surprise.
Except the rules explicitly state that they take a turn, but can not act in that turn.

How do you deal with Dying characters? They can't act either? Or Hold Person? They can't act... do none of them take a turn either? Then how do you deal with saving throws...???

You interpretation requires a long cascade of rule changes to work....
 

Combat will not begin, in fact, until initiative 14, when the first attack is made by Assassin. Until that point, Target is not aware of Assassin and Assassin can change his mind and move along, and no combat will have occurred.
I disagree with that. The combat has already started. If the combat had not started then no-one would have rolled initiative.

In your example, the target is not aware specifically of the assassin but they are aware of "something" - a bad feeling, a shadow out of the corner of an eye, something. When it gets to their turn, they have a chance to either continue what they were doing before or to do something else.

On the assassin's turn at initiative 14, the player can still attack, gaining all of the benefits of attacking from stealth, but their hit is not automatically a critical, since their foe has already taken a turn.

The assassin's player, however, also has the opportunity to do nothing and drop out of combat. THis simulates a sniper lining up a shot but not taking it because something disturbs their target. The sniper then has to line up another shot, with an increase in the tension, hoping that *this* chance will be the right one.

I think all this is a little beside the point. I think these rules are in the game for one simple reason - to stop the players (*and* the GM) automatically killing foes.

As a player, how would you feel if the GM said to you, "Your character is dead. The assassin got several hits against you with surprise, auto crits with sneak damage, failing all your death saves, dead, dead, dead. Roll up a new character."?
 

If your party comes across an encounter, your DM has everyone roll for initiative. So, y'all and the encounter group are looking at one another. On your turn, early in the round, you say something pleasant and make a charisma check, and no one attacks.

There is no combat.

To say that you are in combat the moment initiative is rolled is just wrong.

Edit: Also, what we're talking about is 1 crit with sneak attack, not "several hits against you with surprise, auto crits with sneak damage." Let's not blow things out of proportion.
 
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A gamist construct intended to support a fictional/simulationist element such as someone sticking a knife in someone's back or shooting them with an arrow from an unseen location. All rules are generally gamist meant to simulate some aspect of fiction or reality unless they throw out any attempt to do so.

Quite right. The fiction that initiative represents should most probably be seen as the relative reaction speed of the participants. The assassin and his target make a contested dexterity check to see who's more on the ball. In a normal, non-surprise situation this would result in the participant with the higher roll getting to move and act first. When I said that initiative order doesn't exist in the fiction, I was talking about the participants taking discrete turns, and the illusion that one turn ends before another begins. But you are correct in pointing out that initiative does indeed represent something in the fiction.

Why would you consider a good representation one where an assassin for some reason can't use Assassinate against a target that can't see him?

Assuming the target is surprised at the beginning of the encounter, a higher initiative roll simply means that the target is too quick in reacting to the assassin's attack for Assassinate to work. This is represented by the target no longer being surprised, meaning that she can react normally. Of course, the assassin would still get advantage from being unseen and would only miss out on the critical damage.

How does the target see the Assassin or know he's being attacked if the assassin has not acted yet? How do you rationalize that in the fiction? Or are you completely unconcerned with the fiction?

I'm assuming that the target neither sees the assassin nor has any premonition about the coming attack. The target is surprised and on her turn her actions and movement are denied to her to simulate this lack of knowledge. When the assassin strikes, however, the target's higher dexterity check and the result that she is no longer surprised represent her ability to react normally to the attack.

I find your interpretation a very anal reading of the rule. It doesn't at all seem like the designers intended it. It makes no sense that the target of an assassin would somehow get to act if that target did not notice the assassin, thus avoiding the assassinate ability.

I didn't say she would get to act, by which I assume you mean move and take actions on her turn. The premise is that she's surprised on her turn. She avoids being Assassinated when the assassin makes the attack, on his turn. At that point she is no longer surprised due to her relatively quicker reaction time.

I wonder what percentage of people interpret the rule in the fashion you do.

Perhaps that would be a good subject for a poll.

I wonder if the game designers agree with that interpretation given it does not represent the fiction the rule is attempting to simulate of the deadly shot from a hidden place.

It seems to simulate the fiction of a Rogue, that relies on stealth, being successful when he is also quick. Since Dexterity is the Rogue's primary ability, I'm not sure what the problem is with his success being tied to that ability, unless you also want him to be successful when he uses that ability poorly. I understand that he has already successfully used his Dexterity, and skill with Stealth, to hide, but for the assassin to get the benefit of Assassinate he must strike quickly.

I also don't understand how you can interpret them as having taken a turn if they don't get to act. Seems like they've lost that turn. Unless they spell that out for you, you view it as them having a taken a turn. Where as I view it as them having lost their turn due to surprise.

What has been spelled out, both in the rules and in this thread, is that the surprised creature takes a turn in which it is unable to move or act. There is no "seems" about it.
 

While I agree with garnuk in his interpretation of the rule, I can perhaps help Hriston reconcile his divergent interpretation of the rule with letting the Assassin's feature operate the way it was clearly intended to.

Assassin sneaks up on Target and gets surprise. Initiative is rolled. Assassin rolls poorly and is at initiative 14, Target rolls well and is at initiative 18.

On round 1, initiative 18, it is Target's turn. Regardless of whether you rule that he "takes" that turn no matter his ability to take an action, combat has not begun. Combat will not begin, in fact, until initiative 14, when the first attack is made by Assassin. Until that point, Target is not aware of Assassin and Assassin can change his mind and move along, and no combat will have occurred.

So, even if you must insist that Target has "taken" a turn, you should agree that Target "hasn’t taken a turn in the combat yet," so the Assassinate feature should still apply.

Determining surprise is step 1 of combat.

If the target's first turn is not a turn in combat, I don't know what you think it's a turn in. We don't take turns in exploration rounds, for example.

Not all combat encounters are resolved with fighting. That's a misconception. That doesn't mean it isn't combat.

If you're so sure of what the designers' intent behind Assassinate is, then why did they tie both of its benefits to the assassin acting with initiative?
 

Actually, under Other Activity on Your Turn, on page 190, it says you can communicate "through brief utterances and gestures, as you take your turn." Of course this counts as neither an action nor a move and so is perfectly permissible to a surprised creature. The fact that the surprised creature is able to do this indicates that it indeed is taking its turn.

This means that when you take your turn, while doing other things, you can also communicate. Presumably, a surprised creature is shocked into silence. (Which is pretty important if an Assassin is to be able to assassinate somebody without a shout being let out to alert guards)

Regarding the ready an action ability. I have not had a chance to look at the rules and see if you take the ready action, or if readying an action is just something you are able to do. So it's possible that readying an action is something you do as part of taking your action, and it was a bad example.

And as I said further up the thread, moving is part of taking your turn.

Incase there is still confusion... Each player always has a turn. Each turn always has a beginning middle and end. The shortest turn possible is one in which a player chooses, or is not able to actually take their turn and nothing happens.

It's perfectly reasonable to hear from the DM, "Up next.. Oh sorry, you are surprised, you can't take your turn. Are there any saving throws you need to roll at the end of your turn? No, ok great ... next."
 

Determining surprise is step 1 of combat.

If the target's first turn is not a turn in combat, I don't know what you think it's a turn in. We don't take turns in exploration rounds, for example.

I would double check that. I'm pretty sure that taking turns in exploration is mentioned as an option.
 

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