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<blockquote data-quote="NotAYakk" data-source="post: 8270278" data-attributes="member: 72555"><p>I claim that the analysis paralysis -- "looking for a thing to do" -- and the one thing per round limit in opposition. The one thing per round limit makes analysis paralysis <strong>worse</strong>.</p><p></p><p>If you make a pile of neat abilities and say "one per round", then the player has to decide between them on their turn. "Do I use ability X or Y".</p><p></p><p>This leads to "always do the same thing" (making a build so that one of them is clearly better than all of the rest), or analysis paralysis (where you have to tactically decide which to use each turn).</p><p></p><p>The opposite is making bonus actions quick and no brainers mostly. You do more things, but there is less analysis paralysis.</p><p></p><p>The free ones - cunning action - you use as needed. The triggered ones - twf, maintain a spell - you use when triggered. The resource ones - step of the wind, flurry, spells, second wind - are strategic resources, not tactical, so are not "in the moment" decisions.</p><p></p><p><em>only</em> if they take up too much table time <em>or</em> are too powerful do I see a problem.</p><p></p><p>Hence, I propose to cap it at 1 attack granting bonus action, 1 use of each feature, 1 spell maintaining bonus adtion, and 1 leveled spell per turn.</p><p></p><p>You can make a build that dashes, rages, wildshapes, flurries, bladesings, uses a flaming sphere, and steps of the wind. But this is a franken build, high level, not that effective, and doesn't take that long to resolve.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8270278, member: 72555"] I claim that the analysis paralysis -- "looking for a thing to do" -- and the one thing per round limit in opposition. The one thing per round limit makes analysis paralysis [B]worse[/B]. If you make a pile of neat abilities and say "one per round", then the player has to decide between them on their turn. "Do I use ability X or Y". This leads to "always do the same thing" (making a build so that one of them is clearly better than all of the rest), or analysis paralysis (where you have to tactically decide which to use each turn). The opposite is making bonus actions quick and no brainers mostly. You do more things, but there is less analysis paralysis. The free ones - cunning action - you use as needed. The triggered ones - twf, maintain a spell - you use when triggered. The resource ones - step of the wind, flurry, spells, second wind - are strategic resources, not tactical, so are not "in the moment" decisions. [I]only[/I] if they take up too much table time [I]or[/I] are too powerful do I see a problem. Hence, I propose to cap it at 1 attack granting bonus action, 1 use of each feature, 1 spell maintaining bonus adtion, and 1 leveled spell per turn. You can make a build that dashes, rages, wildshapes, flurries, bladesings, uses a flaming sphere, and steps of the wind. But this is a franken build, high level, not that effective, and doesn't take that long to resolve. [/QUOTE]
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