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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="ZephyrTR" data-source="post: 5263522" data-attributes="member: 91875"><p>Reading all this, its kinda come to my realization that Wizards has sorta forgotten what they learned from magic with Instants and Interrupts.</p><p></p><p>I think your system cleans up a lot of mess (worse than i thought actually) but why not just have them be called Immediates. You don't need "Reactions" and "Interrupts" because that ought to be explained in the trigger of the attack.</p><p></p><p>"You are targeted by a Melee attack" is an Interrupt. "You are damaged by a Melee attack" is a Reaction. There's no real need to have two labels.</p><p></p><p>The way I like to run my games is everyone has a Standard, Move and Minor AS WELL AS an Immediate. 1 (one) immediate they can take, which most often is an Opportunity Attack.</p><p></p><p>I totally agree with the thought behind your ruling to have triggered effects not be able to trigger other triggered effects, but that's crappy -- how often does XYZ happen so I can use that ability? It would be annoying if that scenario occurred but I couldn't use my triggered power because the enemy used a triggered power.</p><p></p><p>Just ensure that characters can only perform ONE action outside their turn per round, and then you're guaranteed that big chains will happen very infrequently.</p><p></p><p>BTW Mkill we should totally talk if you're trying to build out a 5th edition, cause that's... pretty much what i've been doing for the past 6 months. We may not always agree, but we can always swap notes *vulcan salute*</p></blockquote><p></p>
[QUOTE="ZephyrTR, post: 5263522, member: 91875"] Reading all this, its kinda come to my realization that Wizards has sorta forgotten what they learned from magic with Instants and Interrupts. I think your system cleans up a lot of mess (worse than i thought actually) but why not just have them be called Immediates. You don't need "Reactions" and "Interrupts" because that ought to be explained in the trigger of the attack. "You are targeted by a Melee attack" is an Interrupt. "You are damaged by a Melee attack" is a Reaction. There's no real need to have two labels. The way I like to run my games is everyone has a Standard, Move and Minor AS WELL AS an Immediate. 1 (one) immediate they can take, which most often is an Opportunity Attack. I totally agree with the thought behind your ruling to have triggered effects not be able to trigger other triggered effects, but that's crappy -- how often does XYZ happen so I can use that ability? It would be annoying if that scenario occurred but I couldn't use my triggered power because the enemy used a triggered power. Just ensure that characters can only perform ONE action outside their turn per round, and then you're guaranteed that big chains will happen very infrequently. BTW Mkill we should totally talk if you're trying to build out a 5th edition, cause that's... pretty much what i've been doing for the past 6 months. We may not always agree, but we can always swap notes *vulcan salute* [/QUOTE]
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5th edition design notes: Per Round powers and triggered actions
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