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General Tabletop Discussion
*Dungeons & Dragons
5e actions economy VS other editions and systems
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<blockquote data-quote="discosoc" data-source="post: 7127503" data-attributes="member: 6801554"><p>Not for stuff before 3e. You didn't actually have a "move" action. Movement was simply something that was implied as part of your action. So like, if you wanted charge into the lead orc, you didn't have to move first, then attack. You just attacked (assuming the distance wasn't greater than your speed) and it made sense that you moved up to facilitate it.</p><p></p><p>I also don't recall there being too much confusion about what you could and couldn't do during your turn, although it's a common source of confusion for players to grapple with these days. This was mostly because everyone sort of takes for granted the role of grid-based combat with d&d, and the representations of turns and rounds as being much faster-paced. With 2e, for example, a round of combat was a minute long, so your action(s) weren't nearly as restricted as with a 6 second round. A turn was simply 10 rounds, or 10 minutes, although it wasn't usually referenced outside of spells that might have durations that span one or more turns.</p><p></p><p>All told it added up to a much more creative style of narration, both for players and the DM. Of course, it was a pain in the ass to translate into video games, which ended up being a huge factor when 3.0 was being developed.</p></blockquote><p></p>
[QUOTE="discosoc, post: 7127503, member: 6801554"] Not for stuff before 3e. You didn't actually have a "move" action. Movement was simply something that was implied as part of your action. So like, if you wanted charge into the lead orc, you didn't have to move first, then attack. You just attacked (assuming the distance wasn't greater than your speed) and it made sense that you moved up to facilitate it. I also don't recall there being too much confusion about what you could and couldn't do during your turn, although it's a common source of confusion for players to grapple with these days. This was mostly because everyone sort of takes for granted the role of grid-based combat with d&d, and the representations of turns and rounds as being much faster-paced. With 2e, for example, a round of combat was a minute long, so your action(s) weren't nearly as restricted as with a 6 second round. A turn was simply 10 rounds, or 10 minutes, although it wasn't usually referenced outside of spells that might have durations that span one or more turns. All told it added up to a much more creative style of narration, both for players and the DM. Of course, it was a pain in the ass to translate into video games, which ended up being a huge factor when 3.0 was being developed. [/QUOTE]
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