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4 Things Per Turn
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<blockquote data-quote="EzekielRaiden" data-source="post: 9564208" data-attributes="member: 6790260"><p>The problem is, almost all "Thinking requiring that much attention becomes an Act" stuff ends up making 99% of "Thinking" never, <em>ever</em> actually worth doing. You're better served just doing something that actively advances resolution of the current conflict.</p><p></p><p>It's the same as the problem with healing others being a whole Action. All you're doing is <em>delaying</em>, unless that healing either (a) specifically makes the difference between life and death for that character, or (b) enables that character to do something they could not have done without it. This is the very specific reason why 4e had Minor Action healing, and why 5e's repeated attempts to do away with Minor/Bonus Action stuff have failed. (Now they're trying to do an end-run...via extremely 4e-like exception-based design. It's not been popular because, surprise surprise, that's really complicated and harder to remember!)</p><p></p><p></p><p>This is certainly a valid concern with any attempt to "fix" the action economy. But the fact is, not all doable things are equally valuable, and trying to force absolutely all of them to live within a single equal-value Action is a great way to discourage people from ever doing a lot of cool things.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9564208, member: 6790260"] The problem is, almost all "Thinking requiring that much attention becomes an Act" stuff ends up making 99% of "Thinking" never, [I]ever[/I] actually worth doing. You're better served just doing something that actively advances resolution of the current conflict. It's the same as the problem with healing others being a whole Action. All you're doing is [I]delaying[/I], unless that healing either (a) specifically makes the difference between life and death for that character, or (b) enables that character to do something they could not have done without it. This is the very specific reason why 4e had Minor Action healing, and why 5e's repeated attempts to do away with Minor/Bonus Action stuff have failed. (Now they're trying to do an end-run...via extremely 4e-like exception-based design. It's not been popular because, surprise surprise, that's really complicated and harder to remember!) This is certainly a valid concern with any attempt to "fix" the action economy. But the fact is, not all doable things are equally valuable, and trying to force absolutely all of them to live within a single equal-value Action is a great way to discourage people from ever doing a lot of cool things. [/QUOTE]
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