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Blink and the single monster
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<blockquote data-quote="CapnZapp" data-source="post: 7019453" data-attributes="member: 12731"><p>Not trying to hound you on this, but I would like to mention that blink monsters are hardly the only application where a player might be tempted to use a readied action (especially if the cost of taking it isn't high enough). </p><p></p><p>Look, this is essentially the same issue as with charge actions in d20 (why charge the monster and do only one attack, when if I wait for the monster to charge, I get to make all my five attacks?). </p><p></p><p>It boils down to the I Go - You Go nature of sequential combat.</p><p></p><p>There is absolutely nothing wrong with adding back a little tactical choice into 5e at the possible expense of drawing out certain encounters; just as long as you realize 5e wasn't made the way it is by mistake. In other words, don't add back out-of-turn extra attacks just because you feel the way fighters losing more than rogues was a mistake (it wasn't: it probably was an intentional casualty in order to keep things fast and simple), do it because you genuinely feel out-of-turn extra attacks add something valuable to your 5e combats! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(Most people are actually not served by delaying choices - instead it only elevates analysis paralysis by offering a "safe" passive choice. This isn't in the game's best interests to keep up the high-octane action. But if your players like it, feel free to go there with your eyes open)</p><p></p><p>Thanks</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7019453, member: 12731"] Not trying to hound you on this, but I would like to mention that blink monsters are hardly the only application where a player might be tempted to use a readied action (especially if the cost of taking it isn't high enough). Look, this is essentially the same issue as with charge actions in d20 (why charge the monster and do only one attack, when if I wait for the monster to charge, I get to make all my five attacks?). It boils down to the I Go - You Go nature of sequential combat. There is absolutely nothing wrong with adding back a little tactical choice into 5e at the possible expense of drawing out certain encounters; just as long as you realize 5e wasn't made the way it is by mistake. In other words, don't add back out-of-turn extra attacks just because you feel the way fighters losing more than rogues was a mistake (it wasn't: it probably was an intentional casualty in order to keep things fast and simple), do it because you genuinely feel out-of-turn extra attacks add something valuable to your 5e combats! :) (Most people are actually not served by delaying choices - instead it only elevates analysis paralysis by offering a "safe" passive choice. This isn't in the game's best interests to keep up the high-octane action. But if your players like it, feel free to go there with your eyes open) Thanks [/QUOTE]
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