That's a good point about meta-gaming. It highlights an underlying issue I found earlier where the rules - mechanically cogent as they are - are not gelling with some posters' mental construct (picture of what the rules represent). For example, for me your assassin is not meta-gaming in the situation you discuss, because under my mental construct rolling initiative represents something tangible and visible about a creature's state. So in my game our assassin sees that her target is on-balance, possibly looking wary or at least not flat-footed. Something always true of characters with the Alert feat! Or she sees that her target is caught up in introspection, not wary, flat-footed... physical signs that outwardly confirm that they won/lost initiative.In addition;
initiative should be rolled after "surprise" or 1st round, what ever you want to call it, simply to prevent meta-gaming from assassin as he will adjust his move and/or bonus action in surprise/1st round in regard of the later initiative order.
That's a good point about meta-gaming. It highlights an underlying issue I found earlier where the rules - mechanically cogent as they are - are not gelling with some posters' mental construct (picture of what the rules represent). For example, for me your assassin is not meta-gaming in the situation you discuss, because under my mental construct rolling initiative represents something tangible and visible about a creature's state. So in my game our assassin sees that her target is on-balance, possibly looking wary or at least not flat-footed. Something always true of characters with the Alert feat! Or she sees that her target is caught up in introspection, not wary, flat-footed... physical signs that outwardly confirm that they won/lost initiative.
In your game, I'm supposing that you don't picture that rolling high initiative represents anything visible. The argument I want to suggest is not that initiative has to represent something visible, but rather that a group can use a construct that maps to the rules, which are themselves mechanically cogent. That's an alternative to house-ruling.
At one point I wanted to frame that in terms of a formal fallacy that I was going to call "Deciding what happens before rolling the dice!" Meaning interpreting the rules to produce the outcome that our construct demands, rather than developing our mental construct from what the rules produce. The initiative case is a good example of that, because one can decide that there is no way an assassin can judge the readiness of her target or one can follow the rules and say yes, that must be what happens.
That's a good point about meta-gaming. It highlights an underlying issue I found earlier where the rules - mechanically cogent as they are - are not gelling with some posters' mental construct (picture of what the rules represent). For example, for me your assassin is not meta-gaming in the situation you discuss, because under my mental construct rolling initiative represents something tangible and visible about a creature's state. So in my game our assassin sees that her target is on-balance, possibly looking wary or at least not flat-footed. Something always true of characters with the Alert feat! Or she sees that her target is caught up in introspection, not wary, flat-footed... physical signs that outwardly confirm that they won/lost initiative.
In your game, I'm supposing that you don't picture that rolling high initiative represents anything visible. The argument I want to suggest is not that initiative has to represent something visible, but rather that a group can use a construct that maps to the rules, which are themselves mechanically cogent. That's an alternative to house-ruling.
At one point I wanted to frame that in terms of a formal fallacy that I was going to call "Deciding what happens before rolling the dice!" Meaning interpreting the rules to produce the outcome that our construct demands, rather than developing our mental construct from what the rules produce. The initiative case is a good example of that, because one can decide that there is no way an assassin can judge the readiness of her target or one can follow the rules and say yes, that must be what happens.
I joined this site just to make this comment. That is how asinine this rule is. RAW and supported by Mearles leads to this: I'm a highly dexterous lore bard, walking and whistling a merry tune down a road. Not a care in the world nor a reason to be on guard for anything (low wisdom). Up ahead, two assassins are hiding up in the trees. Both have been hired to kill me (something about the King's daughter). Neither knows about the other. One of them feels they have a good shot lined up and decides to shoot. Begin Combat! Everyone rolls initiative. There are three basic combinations that can occur: I go first and the assassins go after me; An assassin goes before and after me; Both assassins go before me. I'll examine what happens for each basic situation.
I go first: While there is definitely a hostile situation brewing, I have no idea it exists. But the rules do. So even though I'm walking along and whistling as I go, I stop. I can't move while surprised (which I am) or take actions (whistling is practicing for a Performance so I'm ruling it is an action). SOMEHOW my ability to whistle and walk is suspended, for no apparent reason. After six seconds of this pass, I can start taking reactions, to what, who knows? The assassins no longer have surprise on me and don't get advantage or auto-crits on hits. Boo-hoo for them, good for me. I now have to wait for 12 additional seconds before I can move or whistle. Wow.
I go second: One assassin gets advantage on his/her attack and auto-crits if he/she hits. That's what assassins should do. I get hit (I'm assuming) and take massive assassin damage. This takes six seconds that I can't move or whistle during, but I can get hit. I can't do something I want to do but I can do something I'd rather not do (whistle/get hit). This is followed by six seconds on "my turn" that I can't walk or whistle (I've given up on walking a whistling at this point as it apparently attracts arrows). Then, I get to wait six more seconds to do anything except react to the fact I've been shot. I can't healing word myself, but I can stare and scream at the bolt embedded in my spleen.
I go last: As you may have noticed, in each scenario my bard spends the first 18 seconds of combat not walking or whistling. No magic holding me. Maybe not even an arrow/bolt sticking through my leg and/or throat to stop me. Rules stopped me, because, reasons. In this case, I have a better than average shot at being dead before I ever figure out why I can't walk and whistle. Or not. Doesn't really matter I don't get to walk and whistle. Period.
Now, let's take this trek into absurdity one step farther: 20 assassins. Doesn't matter what the case break down is, I spend up to 126 seconds not walking or whistling. Over two minutes. The game rule equivalent of a stroke. Doesn't matter if or how often I get hit. I lost bodily control for two minutes for no other reason than: rules.
This is why at my table a surprise round is handled separate from combat.
Now, let's take this trek into absurdity one step farther: 20 assassins. Doesn't matter what the case break down is, I spend up to 126 seconds not walking or whistling. Over two minutes. The game rule equivalent of a stroke. Doesn't matter if or how often I get hit. I lost bodily control for two minutes for no other reason than: rules.
No, in this situation (you go first thanks to initiative) you hear the twang of the bow and spot (out of the corner of your eye) an arrow screaming towards you from an undetermined location.
You ascertain whether or not the 'twang of the bow' is heard using Perception, not Initiative.