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<blockquote data-quote="Dausuul" data-source="post: 7304714" data-attributes="member: 58197"><p>At the very least, bonus action spells should be eliminated. The bonus action spell rules are a mess. I gave up even trying to enforce them; my players simply could not wrap their heads around the limitation. Replace all bonus action spells with regular action spells that say "When you cast this spell, you can also cast a cantrip or take the Attack action."</p><p></p><p>I'd also like to see dual wielding folded into the Attack action. That would be a trivial change that would simplify dual wielding and remove a number of arbitrary "oops, bonus action limit means your concept doesn't work" pitfalls. (For instance, berserker with two axes should be a thing in D&D.)</p><p></p><p>Of course, at this point, the two most common sources of bonus actions are gone, and the case for keeping them is that much weaker. Most of the remaining bonus actions are of the "Super Combat Mode Activate!" type, like barbarian rage or the hexblade's curse. I'm not necessarily opposed to keeping it that way: There's a good case that you shouldn't be able to power up half a dozen Super Combat Modes in a single round. But if it turns out most characters don't <em>have</em> more than one or two Super Combat Modes available, the rule may not be doing enough work to justify its existence.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7304714, member: 58197"] At the very least, bonus action spells should be eliminated. The bonus action spell rules are a mess. I gave up even trying to enforce them; my players simply could not wrap their heads around the limitation. Replace all bonus action spells with regular action spells that say "When you cast this spell, you can also cast a cantrip or take the Attack action." I'd also like to see dual wielding folded into the Attack action. That would be a trivial change that would simplify dual wielding and remove a number of arbitrary "oops, bonus action limit means your concept doesn't work" pitfalls. (For instance, berserker with two axes should be a thing in D&D.) Of course, at this point, the two most common sources of bonus actions are gone, and the case for keeping them is that much weaker. Most of the remaining bonus actions are of the "Super Combat Mode Activate!" type, like barbarian rage or the hexblade's curse. I'm not necessarily opposed to keeping it that way: There's a good case that you shouldn't be able to power up half a dozen Super Combat Modes in a single round. But if it turns out most characters don't [I]have[/I] more than one or two Super Combat Modes available, the rule may not be doing enough work to justify its existence. [/QUOTE]
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