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General Tabletop Discussion
*Dungeons & Dragons
5th edition design notes: Per Round powers and triggered actions
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<blockquote data-quote="DracoSuave" data-source="post: 5259279" data-attributes="member: 71571"><p>As a usage, 'per-round' would replace at-will powers that can only be used once per round...</p><p></p><p></p><p>....that really only matters to certain class features. You're idea here is to replace the text 'This can only be used once per round' with 'Per Round'...</p><p></p><p>...it saves on text but it isn't actually any more understandable. If your players have trouble grokking 'This can only be used once per round' then they'll have trouble grokking 'Per Round indicates a power that can only be used once per round.'</p><p></p><p></p><p>Also, if you have a reaction, it happens after the trigger. In the case of your sneak attack, extra damage would be added after damage is resolved. It does not work, because it's too late at that point. It would have to be an interrupt triggered by the rolling of damage for it to work like it does now. It changes it from a non-action to an action, which makes it react to abilities it really has no business acting with. You would be unable to use sneak attack on a charge, for example, and given there's a rogue build based around that, that would be a Bad Thing (TM). Breaking existing classes to support a 'simplification' that doesn't actually simplify is not a good thing to do.</p><p></p><p>Not to mention, the 'dazed' ability would prevent it, and any damage adders for rangers, etc, from working under this scheme, unless they were passive like sorcerers.</p><p></p><p>It's because of things like 'dazed' that certain things are 'free actions' and other things are not. The division of action types becomes necessary so that certain rules work with things they are intended to work with, and do not work with things they are not.</p><p></p><p>I understand what you are trying to do, but please try to understand -why- the rules are the way they are before attempting to hack and slash through them and make them 'better'.</p><p></p><p></p><p></p><p>I do agree that templating could be cleaned up a lot, especially for older powers... one must understand that Dungeons and Dragons is not a competitive game involving rules that must work for every situation because tournaments, money, and prizes are at stake. It's a cooperative role playing game with make rules that are deliberately designed to be interpreted by a living breathing entity with his own ideas on how the game should be played.</p><p></p><p>D&D does not need <a href="http://www.wizards.com/magic/comprules/MagicCompRules_20091005.pdf" target="_blank">one of these.</a> Cleaning up the rules is fine... but cleaning it up just so that corner cases that never occur in 99% of all -actual- games don't pop up is wasted effort that only serves to make a game <a href="http://en.wikipedia.org/wiki/Rolemaster" target="_blank">more incomprehensible.</a></p><p></p><p>And you can't spell incomprehensible without reprehensible.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5259279, member: 71571"] As a usage, 'per-round' would replace at-will powers that can only be used once per round... ....that really only matters to certain class features. You're idea here is to replace the text 'This can only be used once per round' with 'Per Round'... ...it saves on text but it isn't actually any more understandable. If your players have trouble grokking 'This can only be used once per round' then they'll have trouble grokking 'Per Round indicates a power that can only be used once per round.' Also, if you have a reaction, it happens after the trigger. In the case of your sneak attack, extra damage would be added after damage is resolved. It does not work, because it's too late at that point. It would have to be an interrupt triggered by the rolling of damage for it to work like it does now. It changes it from a non-action to an action, which makes it react to abilities it really has no business acting with. You would be unable to use sneak attack on a charge, for example, and given there's a rogue build based around that, that would be a Bad Thing (TM). Breaking existing classes to support a 'simplification' that doesn't actually simplify is not a good thing to do. Not to mention, the 'dazed' ability would prevent it, and any damage adders for rangers, etc, from working under this scheme, unless they were passive like sorcerers. It's because of things like 'dazed' that certain things are 'free actions' and other things are not. The division of action types becomes necessary so that certain rules work with things they are intended to work with, and do not work with things they are not. I understand what you are trying to do, but please try to understand -why- the rules are the way they are before attempting to hack and slash through them and make them 'better'. I do agree that templating could be cleaned up a lot, especially for older powers... one must understand that Dungeons and Dragons is not a competitive game involving rules that must work for every situation because tournaments, money, and prizes are at stake. It's a cooperative role playing game with make rules that are deliberately designed to be interpreted by a living breathing entity with his own ideas on how the game should be played. D&D does not need [URL="http://www.wizards.com/magic/comprules/MagicCompRules_20091005.pdf"]one of these.[/URL] Cleaning up the rules is fine... but cleaning it up just so that corner cases that never occur in 99% of all -actual- games don't pop up is wasted effort that only serves to make a game [URL="http://en.wikipedia.org/wiki/Rolemaster"]more incomprehensible.[/URL] And you can't spell incomprehensible without reprehensible. [/QUOTE]
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5th edition design notes: Per Round powers and triggered actions
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