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<blockquote data-quote="Guest 7037866" data-source="post: 9564713"><p>Then you shouldn't have had to think about it? <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>Any ability check (which includes thinking, i.e. recalling information or struggling to solve a problem), IMO, worth doing either is part of movement or your action.</p><p></p><p></p><p>Frankly, I have never seeing healing as a "whole" Action as an issue. The round is only 6 seconds. You can't do that much "healing" in 6 seconds. A spell, fine I supppse, but using a medical kit (a la Healer feat, etc.) should be <em>more</em> than 6 seconds.</p><p></p><p>If anything, such actions should be "full-round" actions which allow you limited or no movement, and possibly leave you open to opportunity attacks.</p><p></p><p></p><p>You aren't <em>delaying</em> anything. Healing in combat is done for (a) or (b) which keeps that character in the fight for another turn hopefully. If you can't heal enough to accomplish (a) or (b) you shouldn't waste your action healing.</p><p></p><p>In our current came I have a Divine Soul Sorcerer with 2 levels Life Domain Cleric. By twinning my healing, I can heal a lot in one action to keep our Fighter and Hexbalde in the fight. I often do so <em>before</em> they reach (a) to keep them from possibly going down. Why? Because they are the offense in the party and the best thing I can do many rounds is keep them healthy. Sure, once in a while I toss a <em>fireball</em> or <em>spirutal weapon</em> or cantrip, but healing is my thing and I'm good at it.</p><p></p><p></p><p>Well, I can't speak to 4E because I've never played it or seen it played. I don't know why you'd remove Bonus Actions, they work fine IME and aren't that difficult to deal with. If anything, people complain there aren't enough Bonus Action options or certain things they feel <em>should</em> be bonus actions but aren't. What they fail to understand and wrongly equate is the idea that a "bonus action" is a "quick action", or something minor, easily done, etc. and so should be used of those sorts of things (which if they are that simple or fast, generally are <em>free</em> (object interactions)).</p><p></p><p>Such as drinking a healing potion as a bonus action? No. That is patently ridiculous IMO and I would never allow it or play that way. It is "gamist" and for people who complain they need to heal but what to do something "cool"--and don't feel healing is "cool". Odds are if you got the point you have to decide between doing something "cool" and healing or being healed, you either pushed your luck or ran into bad luck.</p><p></p><p>Now, you could play with a round longer than 6 seconds and then you could "do more" on your turn, but that is the only way I could justify that happening.</p><p></p><p></p><p>I have no idea what this is about... I assume it is 2024 stuff?</p><p></p><p></p><p>No, they aren't. But what level of granularity do you want to break it down to?</p><p></p><p>Again, this isn't an issue for myself, but I understand it is for others, so they need to find a solution that works for them. The OP's concept, for instance, is not something I would want to use, but if it works for them then great.</p><p></p><p>I can only spek for myself, and I always liked a complex/full-round and simple action breakdown, with the 1:2 ratio idea, and movements as simple actions. Toss in bonus actions and reactions if you want, sure. Then split the round into multiple turns like Shadowrun. More complex? So not for everyone but that's fine.</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9564713"] Then you shouldn't have had to think about it? 🤷♂️ Any ability check (which includes thinking, i.e. recalling information or struggling to solve a problem), IMO, worth doing either is part of movement or your action. Frankly, I have never seeing healing as a "whole" Action as an issue. The round is only 6 seconds. You can't do that much "healing" in 6 seconds. A spell, fine I supppse, but using a medical kit (a la Healer feat, etc.) should be [I]more[/I] than 6 seconds. If anything, such actions should be "full-round" actions which allow you limited or no movement, and possibly leave you open to opportunity attacks. You aren't [I]delaying[/I] anything. Healing in combat is done for (a) or (b) which keeps that character in the fight for another turn hopefully. If you can't heal enough to accomplish (a) or (b) you shouldn't waste your action healing. In our current came I have a Divine Soul Sorcerer with 2 levels Life Domain Cleric. By twinning my healing, I can heal a lot in one action to keep our Fighter and Hexbalde in the fight. I often do so [I]before[/I] they reach (a) to keep them from possibly going down. Why? Because they are the offense in the party and the best thing I can do many rounds is keep them healthy. Sure, once in a while I toss a [I]fireball[/I] or [I]spirutal weapon[/I] or cantrip, but healing is my thing and I'm good at it. Well, I can't speak to 4E because I've never played it or seen it played. I don't know why you'd remove Bonus Actions, they work fine IME and aren't that difficult to deal with. If anything, people complain there aren't enough Bonus Action options or certain things they feel [I]should[/I] be bonus actions but aren't. What they fail to understand and wrongly equate is the idea that a "bonus action" is a "quick action", or something minor, easily done, etc. and so should be used of those sorts of things (which if they are that simple or fast, generally are [I]free[/I] (object interactions)). Such as drinking a healing potion as a bonus action? No. That is patently ridiculous IMO and I would never allow it or play that way. It is "gamist" and for people who complain they need to heal but what to do something "cool"--and don't feel healing is "cool". Odds are if you got the point you have to decide between doing something "cool" and healing or being healed, you either pushed your luck or ran into bad luck. Now, you could play with a round longer than 6 seconds and then you could "do more" on your turn, but that is the only way I could justify that happening. I have no idea what this is about... I assume it is 2024 stuff? No, they aren't. But what level of granularity do you want to break it down to? Again, this isn't an issue for myself, but I understand it is for others, so they need to find a solution that works for them. The OP's concept, for instance, is not something I would want to use, but if it works for them then great. I can only spek for myself, and I always liked a complex/full-round and simple action breakdown, with the 1:2 ratio idea, and movements as simple actions. Toss in bonus actions and reactions if you want, sure. Then split the round into multiple turns like Shadowrun. More complex? So not for everyone but that's fine. [/QUOTE]
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