On each of your turn you can Move, Think, Talk and Act.
Movement is usually covered by your movement speed. But it can include stunting in a number of ways (jumping on a creature becomes a move, for example).
Thinking includes "do I see someone hidden", "what do I know about this monster". Thinking can be triggered by the PC or the DM - ie, if you hit or miss a creature, the DM can call for an ability check to see if you learn something.
Talking includes coordinating with your party, threatening monsters, confusing monsters with lies (or the truth!), etc. If you make a plan (and follow through) this could grant your allies advantage, you could get enemies to back off, etc.
Act is your Action and your Bonus Action. Core combat engine stuff, including spellcasting.
Core to all of this is that Think and Talk don't use up your action economy, unless you want to do more than one of them. I'm even tempted to include all 4 of these as possible reactions (!) - like, you get a Think/Talk/Move and an Act reaction, not just one reaction.
Having Think be a core part of the action economy means as the DM I can put in more puzzle monsters, and dribble out clues. Monsters who hide, monsters with weaknesses or strengths, alternative ways to win encounters besides kill everyone. Each turn the Player or the DM can be expected to trigger a Think roll (could be perception, knowledge, insight - even athletics to realize how someone moves has a specific feature).
Upgrading Talk to a first-class part of your action economy solves the "I yell for them to surrender". You are expected to coordinate and communicate with your team makes, and as the DM I should be giving out actual mechanical effects based on them. When you say "I'll deal with the golem, you handle the dwarves", the DM can call for a check; and on a success, hand out advantage for following the plan. But that Talk action overlaps with "Surrender, you don't stand a chance".
If I make it clear to the players that they can do 4 things on their turn, one from each column, they are more likely to do this, and I can't help but think this will make combat more cinematic and dynamic.
Movement is usually covered by your movement speed. But it can include stunting in a number of ways (jumping on a creature becomes a move, for example).
Thinking includes "do I see someone hidden", "what do I know about this monster". Thinking can be triggered by the PC or the DM - ie, if you hit or miss a creature, the DM can call for an ability check to see if you learn something.
Talking includes coordinating with your party, threatening monsters, confusing monsters with lies (or the truth!), etc. If you make a plan (and follow through) this could grant your allies advantage, you could get enemies to back off, etc.
Act is your Action and your Bonus Action. Core combat engine stuff, including spellcasting.
Core to all of this is that Think and Talk don't use up your action economy, unless you want to do more than one of them. I'm even tempted to include all 4 of these as possible reactions (!) - like, you get a Think/Talk/Move and an Act reaction, not just one reaction.
Having Think be a core part of the action economy means as the DM I can put in more puzzle monsters, and dribble out clues. Monsters who hide, monsters with weaknesses or strengths, alternative ways to win encounters besides kill everyone. Each turn the Player or the DM can be expected to trigger a Think roll (could be perception, knowledge, insight - even athletics to realize how someone moves has a specific feature).
Upgrading Talk to a first-class part of your action economy solves the "I yell for them to surrender". You are expected to coordinate and communicate with your team makes, and as the DM I should be giving out actual mechanical effects based on them. When you say "I'll deal with the golem, you handle the dwarves", the DM can call for a check; and on a success, hand out advantage for following the plan. But that Talk action overlaps with "Surrender, you don't stand a chance".
If I make it clear to the players that they can do 4 things on their turn, one from each column, they are more likely to do this, and I can't help but think this will make combat more cinematic and dynamic.