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<blockquote data-quote="abirdcall" data-source="post: 7686700" data-attributes="member: 6748898"><p>Yes. That is what "I shoot my bow means." You do it and the DM tells you how to resolve that action.</p><p></p><p></p><p></p><p>You will still get advantage on the attack for being an unseen attacker. And no you don't, you can't see the future. You can't know that the target will flinch at the last second and you will miss their heart.</p><p></p><p></p><p></p><p>Because you aren't reacting to anything.</p><p></p><p>Also, there are limits to 'acting with knowing initiative order'. I assume that means that you and your allies are communicating in battle to coordinate your actions. It should be kept in mind that this is a simplification to allow the game to work and be simple and fun. That everything is taking place in the same 6 seconds, so you can't do something ridiculous like chain 6 actions together as though each were its own 6 seconds.</p><p></p><p></p><p></p><p>There are very complex rules systems out there for RPGs which attempt to prevent players from twisting them to ridiculous advantages. People complain that Sage Advice is making everything complicated. I would say that people are making things more complicated than they need to be and Sage Advice is answering their request to make it complicated. I can't think of a ruling in Sage Advice that I didn't feel was already apparent in the rules. The key for me has been to read it simply and to not assume rules that have been in past editions (like a surprise round).</p><p></p><p>5e is not designed that way. Play should be in the spirit of the game.</p><p></p><p>You are free to buff the assassin or make any other houserules you want. </p><p></p><p>Just know that the assassin was designed around the idea that they must surprise and win initiative to get an automatic critical.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7686700, member: 6748898"] Yes. That is what "I shoot my bow means." You do it and the DM tells you how to resolve that action. You will still get advantage on the attack for being an unseen attacker. And no you don't, you can't see the future. You can't know that the target will flinch at the last second and you will miss their heart. Because you aren't reacting to anything. Also, there are limits to 'acting with knowing initiative order'. I assume that means that you and your allies are communicating in battle to coordinate your actions. It should be kept in mind that this is a simplification to allow the game to work and be simple and fun. That everything is taking place in the same 6 seconds, so you can't do something ridiculous like chain 6 actions together as though each were its own 6 seconds. There are very complex rules systems out there for RPGs which attempt to prevent players from twisting them to ridiculous advantages. People complain that Sage Advice is making everything complicated. I would say that people are making things more complicated than they need to be and Sage Advice is answering their request to make it complicated. I can't think of a ruling in Sage Advice that I didn't feel was already apparent in the rules. The key for me has been to read it simply and to not assume rules that have been in past editions (like a surprise round). 5e is not designed that way. Play should be in the spirit of the game. You are free to buff the assassin or make any other houserules you want. Just know that the assassin was designed around the idea that they must surprise and win initiative to get an automatic critical. [/QUOTE]
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