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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="mkill" data-source="post: 5259730" data-attributes="member: 55985"><p>@Defcon: You do have a point. 4th edition did a very thorough revamping of the system, and it is remarkably consistent for that.</p><p>However, what I would like to see with 5th edition is less revolution and more polish. To use a software analogy, I want Snow Leopard instead of OS X 10.0.</p><p></p><p>@CovertOps: You're not really changing anything, you're just switching labels. There really should be only one type of action for interrupt / reaction powers to avoid confusion. Even if you make the "immediate action - 1/round" explicit, you still have to deal with the difference of free, immediate and possibly opportunity actions.</p><p></p><p></p><p>How about this rule:</p><p></p><p><span style="color: Orange">"Triggered actions don't trigger other triggered actions."</span></p><p><span style="color: Orange"></span></p><p>This should prevent chain of event situations like you describe.</p><p></p><p>A rogue moves out of a square next to a dragon.</p><p>-> Dragon makes opportunity attack.</p><p>---> Rogue uses triggered free action power to dodge the attack (give himself an AC bonus)</p><p>------> Dragon misses.</p><p>---> Fighter has dragon marked, uses Combat Challenge to attack dragon. Hits.</p><p>------> Dragon is bloodied.</p><p>---------> Dragon uses bloodied breath.</p><p>------------> Wizard uses Shield to protect himself from dragon breath.</p><p>---------------> Dragon hits, kills Wizard.</p><p>------------------> Cleric uses Unexpected Return to grant Wizard a healing surge and bring him back up.</p><p>> Rogue shoots dragon with crossbow (it's still his turn!!)</p><p></p><p>We've definitely had such rounds in our game. While some people might consider this a dynamic fight, it's also the reason 4th edition fights can turn into a crawl. With the above rule, you have a much more straightforward situation, where the PC or monster acts because it is his turn, and everyone else can react, but the chain stops there.</p><p></p><p>(Of course, you could add reasonable exceptions, like a feat that allows a defender to use his mark to punish opportunity attacks)</p><p></p><p>As a side effect, this would also stop combos where you grant yourself one triggered action after the other.</p></blockquote><p></p>
[QUOTE="mkill, post: 5259730, member: 55985"] @Defcon: You do have a point. 4th edition did a very thorough revamping of the system, and it is remarkably consistent for that. However, what I would like to see with 5th edition is less revolution and more polish. To use a software analogy, I want Snow Leopard instead of OS X 10.0. @CovertOps: You're not really changing anything, you're just switching labels. There really should be only one type of action for interrupt / reaction powers to avoid confusion. Even if you make the "immediate action - 1/round" explicit, you still have to deal with the difference of free, immediate and possibly opportunity actions. How about this rule: [COLOR=Orange]"Triggered actions don't trigger other triggered actions." [/COLOR] This should prevent chain of event situations like you describe. A rogue moves out of a square next to a dragon. -> Dragon makes opportunity attack. ---> Rogue uses triggered free action power to dodge the attack (give himself an AC bonus) ------> Dragon misses. ---> Fighter has dragon marked, uses Combat Challenge to attack dragon. Hits. ------> Dragon is bloodied. ---------> Dragon uses bloodied breath. ------------> Wizard uses Shield to protect himself from dragon breath. ---------------> Dragon hits, kills Wizard. ------------------> Cleric uses Unexpected Return to grant Wizard a healing surge and bring him back up. > Rogue shoots dragon with crossbow (it's still his turn!!) We've definitely had such rounds in our game. While some people might consider this a dynamic fight, it's also the reason 4th edition fights can turn into a crawl. With the above rule, you have a much more straightforward situation, where the PC or monster acts because it is his turn, and everyone else can react, but the chain stops there. (Of course, you could add reasonable exceptions, like a feat that allows a defender to use his mark to punish opportunity attacks) As a side effect, this would also stop combos where you grant yourself one triggered action after the other. [/QUOTE]
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5th edition design notes: Per Round powers and triggered actions
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