It's also worth remembering that a spell cast as a bonus action prevents another spell from being cast during the same round.
And all this originally because some players refuse to accept a trade-off between healing a friend and swinging their weapon.![]()
So long as it is a reaction spell or a cantrip with 1 action casting time, you can cast another spell on the same round. The bonus spell rule clearly states "on the same turn." You can still cast a reaction spell triggered on someone else's turn.It's also worth remembering that a spell cast as a bonus action prevents another spell from being cast during the same round.
No more confirming criticals means I can get excited about seeing 20 again.![]()
The issue I found playing with Move/Minor/Standard actions was that the presentation of it made players spend a lot of time trying to think of something to do with they're Minor action, just because they had one, so they wanted to use it. Making the same sort of actions a Bonus! or "insignificant, such as drawing a sword or opening a door" seems semantic but definitely has an effect on play at the table.
So long as it is a reaction spell or a cantrip with 1 action casting time, you can cast another spell on the same round. The bonus spell rule clearly states "on the same turn." You can still cast a reaction spell triggered on someone else's turn.
It's a minor action. The only difference is that, by a strict reading of the rules, I don't think you can convert a normal action to a bonus action. I don't think there are any major consequences if you allow that, though.This. I'm trying to wrap my head around the bonus actions but I struggle. It's kinda like 4E's minor action, but not really?
Somebody explain how this works for me please, even though it's probably painfully obvious.
You say this like it's ridiculous, but I know large numbers of players--players into the characters, into the plot, not especially worried about optimization--for whom this was a huge benefit of 4E. People who'd never before enjoyed clerics now did; people who'd loved clerics for years liked them even better.
It's not about swinging a weapon, though that's often what they did. It's about having options that are mechanically exciting while still doing the one task that the party's counting on them for.
I don't think it's complex at all to say "No other spell but a cantrip in the round with a bonus spell." (I doubt the "no longer than one action casting time" is going to come up often with cantrips, and if it does, the DM can address it then.) I find the trade-off more than acceptable. (Heck, I houseruled the cure spells in my current PF game to be swift actions for exactly the above reasons.)
It's a minor action. The only difference is that, by a strict reading of the rules, I don't think you can convert a normal action to a bonus action. I don't think there are any major consequences if you allow that, though.
The issue I found playing with Move/Minor/Standard actions was that the presentation of it made players spend a lot of time trying to think of something to do with they're Minor action, just because they had one, so they wanted to use it. Making the same sort of actions a Bonus! or "insignificant, such as drawing a sword or opening a door" seems semantic but definitely has an effect on play at the table.
Yeah that kind sounds like the aoo recursive loops that you could dig yourself into in 3e.