You realize that if you equate sleep unconscious with knocked out unconscious, which you do since you are arguing that they are both unconscious and even went to the devs for confirmation, and if you allow loud noises to wake sleepers, you are arguing that a loud noise wakes up PCs who have been knocked out due to damage. Who needs healing anymore. I'd just carry a cow bell around for when companions are reduced to 0.
No, but it does make the result identical. Unconscious.The same condition can be imposed under different circumstances. This doesn't make the circumstances identical.
Yep. The attack creates an extra way to wake you up, and that's by healing. That's all it does by RAW. It doesn't remove a loud noise from waking you up. It doesn't remove another attack from waking you up, though damage at 0 hit points has other rules attached. Initiative isn't tied to either unconscious condition. That's your house rule.You become unconscious when you fall asleep. You also become unconscious when you drop to 0 hit points but don't die outright. That doesn't mean that sleep drops you to 0 hit points, or that dropping to 0 hit points makes you fall into a normal sleep.
Right. The only added way to wake up someone who is unconscious comes from the combat rules, and that's healing to 1+ hit points. So sleep has X ways to wake someone up, and 0 hit points has X+1 ways to wake someone up. At least as written in the book.A condition can also end for different reasons related to the circumstances that caused the condition ending. The unconsciousness imposed by dropping to 0 hit points ends when you regain any hit points. The unconsciousness imposed by sleep ends when you wake up.
Oddly enough, I just noticed in looking this stuff up that if you are out of hit dice and don't have magic healing available, you can't ever wake up naturally from 0 hit points. You regain hit dice via a long rest, as well as your hit points, but the long rest rules specify that you must have 1 hit point to gain any benefits from a long rest.
PHB said:If damage reduces you to 0 hit points and fails to kill you, you fall unconscious... . This unconsciousness ends if you regain any hit points.
<snip>
If you roll a 20 on the d20 [on a death saving throw], you regain 1 hit point.
<snip>
A stable creature that is not healed regains 1 hit point after 1d4 hours.
Maybe I am misunderstanding what you are trying to say here, but
A sleeping creature is unaware of its surroundings, but it doesn't follow that its senses have ceased to function or that there's anything physiologically different about its senses when it's asleep. What "unaware of its surroundings" means in this case is that it isn't consciously aware of what its senses are nevertheless picking up. Sleeping creatures are not blind, deaf, et cetera. They are unconscious. Conversely, hearing (or sensing in some other way) is not awareness if it lacks consciousness.
There's a lot that happens between the assassin standing 5 feet away from his or her victim, not attacking, and the dagger blade actually stabbing through the victim's flesh. I would place the trigger at the beginning of this transitional period, which I would consider part of the attack, so the trigger happens before the attack has been completed.
No. In my games, a declaration by a player at the table to attack another creature, like any other action-declaration, introduces into the fiction that the player's character is actually beginning to undertake said attack. The resolution of the attack (or other action) is what must wait for the player's "turn". So we have an attack-declaration from the player, which is what the player has said that his or her character is trying to do in the fiction. Because it's an attack, the action must be resolved in combat rounds, so we then begin combat, at which point the attack and any other simultaneous actions or counter-actions can be resolved.
It's the commencement (but not the resolution) of the action that combat rounds were entered to resolve. Most commonly, it's that one side begins to attack the other. When I DM, if it's the monsters attacking the PCs, I describe the monsters beginning their attack in some way that makes it obvious to the players (and their characters) that battle is in the process of erupting. On the other hand, if (one of) the players has/have declared an action that needs to be resolved in combat, then that action is considered to be in progress, and even if the player(s) later change(s) his/her/their mind(s) about what to do on his/her/their actual first turn(s) in combat, the original declared action is considered to have been started by the PC(s) to the extent that any actions taken by the other side are in reaction to it. Then I call for initiative. That's the start of combat.
They don't have to be conscious/aware of things to sense them and be awoken by them. Hearing/seeing, etc. is not awareness if it lacks consciousness.
Hriston, I agree with all that. It all makes sense. It is how I run things and how I would want things to be run....
...with one, crucial exception: even though you rightly acknowledge that your sleeping senses are still functioning, and the things those senses pick up may awaken you, you are having sleepers wake up without an in-game sensory stimulous, or are inventing a spurious stimulous that automatically awakes sleepers no matter what the assassin does!
'Starting combat' or 'rolling initiative' is not an in-game thing that can be sensed, it's purely meta-game.
'Being stabbed' is an in-game thing and would wake a sleeper.
But you are having the sleepers awake before that stabbing has hit/damaged! You are having the assassin automatically fail to draw his blade quietly, or automatically wake the sleeper, and there is no in-game sensory justification for doing so.
The act of initiating an attack is not accompanied by alarm bells and flashing lights, guaranteed to wake every sleeper within 30 feet!
You're adjudicating stuff fine except for this. All you need to do to get events to be credible is to roll opposed Stealth/Perception checks to find out if the assassin did something to awaken the sleeper! Neither auto-success nor auto-fail is appropriate here.
No, but it does make the result identical. Unconscious.
Yep. The attack creates an extra way to wake you up, and that's by healing. That's all it does by RAW. It doesn't remove a loud noise from waking you up. It doesn't remove another attack from waking you up, though damage at 0 hit points has other rules attached.
Initiative isn't tied to either unconscious condition. That's your house rule.
Right. The only added way to wake up someone who is unconscious comes from the combat rules, and that's healing to 1+ hit points. So sleep has X ways to wake someone up, and 0 hit points has X+1 ways to wake someone up. At least as written in the book.
Oddly enough, I just noticed in looking this stuff up that if you are out of hit dice and don't have magic healing available, you can't ever wake up naturally from 0 hit points. You regain hit dice via a long rest, as well as your hit points, but the long rest rules specify that you must have 1 hit point to gain any benefits from a long rest.
No. My house rule is that sleeping creatures are wakened by the commotion caused whenever hostile action (rather than hostile words, thoughts, or intent) is taken. Fictionally, this commotion takes place before initiative and is the event to which the initiative check measures reaction. Before initiative is ever rolled, the creature is wide awake due to some commotion or other. This is my house rule.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.