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Deleting Bonus Actions
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<blockquote data-quote="jgsugden" data-source="post: 8268528" data-attributes="member: 2629"><p>There is no perfect system, so noting the flaws is not inherently indicating we need a change. There are lots of reasons to keep - and to eliminate - the bonus actions.</p><p></p><p>Personally, I feel like the problems that people have with it are misplaced frustration. In reality, what I think people react to is the frustration of what they can fit in a round. That can be addressed by playing with the rules of what can go into a round, which as many people have noted can just result in relabeling things without actually changing them much, or they can be addressed by changing what a round represents.</p><p></p><p>I have always felt that 6 seconds is too much time for a round. If you think about fun cinematic movie elements, the different factions end up fighting a lot like we do in D&D in some ways, and very differently in other ways. </p><p></p><p>When you watch action flicks, you see one side pressing their attack, then a response by the other side. They go back and forth. That is just like D&D. </p><p></p><p>However, their action is often faster paced and more interactive. </p><p></p><p>Action beats are faster than 6 seconds. They're often between 1 and 3 seconds (with dramatic poses and speeches shoved between them). Yes, a back and forth between two sides may be six seconds - but it is just as often only a couple seconds as well. </p><p></p><p>Further, there is usually a response by the other side to the action before the other side does their offensive action. Captain America throws his shield - the Winter Soldier Catches it - and then throws it back. The Winter Soldier lands on the car - the Black Widow shoves people out of the line of incoming gunshots from the roof - they slam on the breaks and send the Winter Soldier flying. Attack, response, counterattack, response, etc... </p><p></p><p>I think that a superior combat system would: 1.) Create more responses to attacks, and 2.) Take place in a shorter round. I've built systems that used this approach (not for RPGs - for board games / card games) and was happy with them.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8268528, member: 2629"] There is no perfect system, so noting the flaws is not inherently indicating we need a change. There are lots of reasons to keep - and to eliminate - the bonus actions. Personally, I feel like the problems that people have with it are misplaced frustration. In reality, what I think people react to is the frustration of what they can fit in a round. That can be addressed by playing with the rules of what can go into a round, which as many people have noted can just result in relabeling things without actually changing them much, or they can be addressed by changing what a round represents. I have always felt that 6 seconds is too much time for a round. If you think about fun cinematic movie elements, the different factions end up fighting a lot like we do in D&D in some ways, and very differently in other ways. When you watch action flicks, you see one side pressing their attack, then a response by the other side. They go back and forth. That is just like D&D. However, their action is often faster paced and more interactive. Action beats are faster than 6 seconds. They're often between 1 and 3 seconds (with dramatic poses and speeches shoved between them). Yes, a back and forth between two sides may be six seconds - but it is just as often only a couple seconds as well. Further, there is usually a response by the other side to the action before the other side does their offensive action. Captain America throws his shield - the Winter Soldier Catches it - and then throws it back. The Winter Soldier lands on the car - the Black Widow shoves people out of the line of incoming gunshots from the roof - they slam on the breaks and send the Winter Soldier flying. Attack, response, counterattack, response, etc... I think that a superior combat system would: 1.) Create more responses to attacks, and 2.) Take place in a shorter round. I've built systems that used this approach (not for RPGs - for board games / card games) and was happy with them. [/QUOTE]
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