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<blockquote data-quote="Warmaster Horus" data-source="post: 7304713" data-attributes="member: 6785438"><p>I would prefer more clear cut action options above a reduced set of overloaded action options. Right now it's 'this is an action' and 'this is a bonus action' and 'this is a reaction'. That works fine. What I don't want to see is 'this is an action and when you do this you can also do ALL these various sub-actions'. Just make those various sub-actions a bonus action and call it a day. </p><p></p><p>I like that the current action system makes you have to plan how you want to use your action options on your turn. You know, like you're playing a game. The issue I'm starting to see more of is the deconstruction of D&D as a game and more like an 'ordered experience'. While I like the some of the impact of more playtesting and surveying the player base I think it's leading to some serious navel gazing about tweaking those positive end results of the game experience at the expense of keeping the rules elegant and coherent. If we simplify too much the game starts to look too much like an X-Box controller...</p></blockquote><p></p>
[QUOTE="Warmaster Horus, post: 7304713, member: 6785438"] I would prefer more clear cut action options above a reduced set of overloaded action options. Right now it's 'this is an action' and 'this is a bonus action' and 'this is a reaction'. That works fine. What I don't want to see is 'this is an action and when you do this you can also do ALL these various sub-actions'. Just make those various sub-actions a bonus action and call it a day. I like that the current action system makes you have to plan how you want to use your action options on your turn. You know, like you're playing a game. The issue I'm starting to see more of is the deconstruction of D&D as a game and more like an 'ordered experience'. While I like the some of the impact of more playtesting and surveying the player base I think it's leading to some serious navel gazing about tweaking those positive end results of the game experience at the expense of keeping the rules elegant and coherent. If we simplify too much the game starts to look too much like an X-Box controller... [/QUOTE]
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