doctorbadwolf
Heretic of The Seventh Circle
I guess I don't see how this is easier, simpler, or more intuitive than the bonus action.
Perhaps I have. Can you give an example? I think Cunning Action and Ki are the more complicated ones.
It's not an action. This bring more confusion.When you take this action,
I don't mean to be mean, but the wording here is really significantly less clear than RAW all while allowing the abuse cautioned against (multiple dashes per round from monk for example) as your option doesn't prevent other abilities from doing the same.you can take the Dash, Disengage, or Hide action in addition to any of following actions: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use and Object.
While I thought the other part of what you had to say was pretty good, adding a "Move Action" to 5e would complicate things, given that you can move both before and after an Action.
It is if the (proposed) rules are written to say it is. (And for Cunning Action, it's even in the name.)It's not an action. This bring more confusion.
I don't mean to be mean, but the wording here is really significantly less clear than RAW all while allowing the abuse cautioned against (multiple dashes per round from monk for example) as your option doesn't prevent other abilities from doing the same.
A much simpler wording would be: "Once on your turn you can take the Dash, Disengage, or Hide action without expending your action". Though that allows the stacking which should be avoided.
There are many other places where a bonus action can be removed and the balance of the option is improved. TWF, Barbarian Rage, etc.
You're suggesting alternate words than the OP is using. I'm here for legitimate discussion so don't take this as bashing, but your wording significantly muddies the waters by adding reserved words like 'action' or 'regular action' without reducing any of the abuse of OP's wording.I think the example you quoted is overly explicit in it's clarity, delineating what additional actions you can take.
What I meant is:And allowing double-dashing is pretty much accepted as allowed in the current rules, though some DMs rule differently.
TWF is the worst martial fighting style of any of the main supported fighting styles in 5e. My post here shows the damage numbers that show that TWF is doing ~84-89% (depending on class) of the damage expected of it. Often the same damage or less than Sword and Board.TWF I'd argue is then too good if there's not some other balancing factor.
You're suggesting alternate words than the OP is using. I'm here for legitimate discussion so don't take this as bashing, but your wording significantly muddies the waters by adding reserved words like 'action' or 'regular action' without reducing any of the abuse of OP's wording.
In that case OP's wording is significantly more clear.
Terrible place to start a thread, with a blatant strawman! You characterise bonus actions as "weird" and "unintuitive". We hate weird, unintuitive things, right? Better fix them. Or not. I'll go ahead and characterise them right now as canonical (they've been around in one form or another of over a decade, millions of players have used them) and intuitive (I've never had any trouble using them, YMMV).Wouldn’t the game be easier and more fluid, if you didn’t have these weird, unintuitive bonus actions cluttering the playing field?
This is some good analysis although I don't concur with your conclusions. You make a couple of separate arguments. One is that you can find fluff to justify your approach; that's fine, but someone can generally find fluff to justify anything. Therefore I suggest we ignore the fluff aspect for now and focus on mechanics. Regarding the mechanics, you add a complex rule (one that has multiple parts, that interact). We know that complex rules are generally not intuitive (humans, complexity, these things are troubled bed-partners). Breaking it downStacking Bonus ActionsThis is probably the biggest change to balance. Where a rogue before would have to choose between dashing, hiding or disenganging, or making that off-hand attack, when deciding how to use their bonus action, they can now do both. And you can easily conjure up situations in your head, where a character might gain the ability to dash or make a bonus attack for free from multiple features, which could make them way too powerful. This can be mitigated with the following general rule:
You can only perform any specific Action once on your turn. For example, you can’t Hide with the rogue’s ‘Cunning Action’ at the start of your turn, and then use the ranger’s ‘Vanish’ action to Hide again at the end of your turn. You can, however, use the ranger’s ‘Vanish’ feature to Hide once during your turn, and the rogue’s ‘Cunning Action’ to also Dash on the same turn. The only exception to this rule is the fighter's 'Action Surge' feature.
Additionally, you can’t benefit from two sources that grant you an extra attack as part of your Attack action. For example, you can’t gain both an extra attack from the berserker’s ‘Frenzy’ feature and the Monk’s ‘Martial Arts’ feature on the same turn. The only exception to this rule is the ‘Extra Attack’ feature.
This rule has the added benefit of not allowing characters to triple dash (which makes a Rogue faster at level 2, than a barbarian at level 5). But wait, you might say, then you can still make some crazy character, like a bard/barbarian/rogue, who would be able to Dash from rogue’s ‘Cunning Action’, go into a rage with the Barbarian’s ‘Rage’, inspire an ally with the bard’s ‘Bardic Inspiration’ make an attack and another attack from berserker’s ‘Frenzy’? The answer is yes, but if you consider a character actually doing all this in six seconds, it is not entirely unrealistic:
The character dashes towards his enemy, while working himself into a murderous rage, emitting a roar that inspires his ally and then throwing himself at the enemy with abandon.
Ok, I now see what you're suggesting. On the initial read it didn't add any value by preventing the dual usage, but on my second read what you wrote above makes far more sense. Defining current actions as "regular actions" which prevents the loop of using this action to trigger other special actions.No, the addition of those words is crucial to my version. When Cunning Action is specified as an action, you can't chain the way you're suggesting. You get one action per turn, period. So once you've done a Cunning Action (even Dash and Dash), you've taken an action, and can't also select the Monk's Step of the Wind, because that would be another action.
The OP's "doing X without spending an action" is fine, except there's no restriction on the X's you can do per round.