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Blog: Reacting to the Reaction
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<blockquote data-quote="KidSnide" data-source="post: 5953455" data-attributes="member: 54710"><p>I too liked how 4e standardized the minor/swift action and brought it into the core of the game. I thought it was great to provide a mechanism for the "little things" that mattered enough to be worth tracking.</p><p></p><p>Since then, I have come to dislike minor actions. In theory, they are great. In practice, my games have really slowed down because everyone pauses during their turn to figure out how they can make the best use of a minor action. Except for healing, these actions rarely have a large enough impact to be worth the time spent thinking about them.</p><p></p><p>When I explain the game to a new player, they spend their time thinking about how to make use of their standard, move and minor actions. In D&DN, they just think about what they want to do -- focusing on the in-game fiction instead of hte rules mechanics. I have now taught both 4e and D&DN action rules to new players and it is my experience that new players find the D&DN action rules much easier to understand.</p><p></p><p>I agree that immediate actions aren't really that different from reactions, although I'm happy to get rid of the immediate vs reaction distinction. It's interesting rules design space, but it's too fiddly for me. Also, if we're really comparing 4e to D&DN, we need to include opportunity actions on the list of out-of-turn actions. We don't really know how D&DN is going to handle OAs, so it's hard to really form an educated opinion on the relative merits of the two games.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5953455, member: 54710"] I too liked how 4e standardized the minor/swift action and brought it into the core of the game. I thought it was great to provide a mechanism for the "little things" that mattered enough to be worth tracking. Since then, I have come to dislike minor actions. In theory, they are great. In practice, my games have really slowed down because everyone pauses during their turn to figure out how they can make the best use of a minor action. Except for healing, these actions rarely have a large enough impact to be worth the time spent thinking about them. When I explain the game to a new player, they spend their time thinking about how to make use of their standard, move and minor actions. In D&DN, they just think about what they want to do -- focusing on the in-game fiction instead of hte rules mechanics. I have now taught both 4e and D&DN action rules to new players and it is my experience that new players find the D&DN action rules much easier to understand. I agree that immediate actions aren't really that different from reactions, although I'm happy to get rid of the immediate vs reaction distinction. It's interesting rules design space, but it's too fiddly for me. Also, if we're really comparing 4e to D&DN, we need to include opportunity actions on the list of out-of-turn actions. We don't really know how D&DN is going to handle OAs, so it's hard to really form an educated opinion on the relative merits of the two games. -KS [/QUOTE]
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