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Do You Want Multiple Actions Per Turn or Not?
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<blockquote data-quote="1of3" data-source="post: 5950229" data-attributes="member: 48555"><p>Maybe I can clear up, why you encounter disagreements about the term "action". That is because the term conflates two aspects of the matter. Those aspects are decision points and handling time. </p><p></p><p>How many decisions should a player make during his or her term? How complex should these decisions be? How long does it take to resolve them? You could say that an element of the rules is action-y, if most of these questions are answered high and positive.</p><p></p><p>Therefore Cleave is less action-y then Fighter's Surge, as one cannot just decide to cleave. Healing Word - as presented in the playtest - is less action-y than its predecessor in 4e, as it only combines with attacks and decision points are therefore reduced.</p><p></p><p>The only way to really get another action in the sense of having your full spectrum of decisions again, is as of now, Fighter's Surge. And Fighter's Surge is limited to a few times per intime day.</p><p></p><p></p><p>You are, it seems to me, focussing on "attack rolls" when you talk about actions. Several rolls obviously increase handling time of a rules element. It will be interesting to see how the team will keep this down on higher levels.</p><p></p><p>As for Two-Weapon fighting a simple solution might be to just roll another weapon damage die.</p></blockquote><p></p>
[QUOTE="1of3, post: 5950229, member: 48555"] Maybe I can clear up, why you encounter disagreements about the term "action". That is because the term conflates two aspects of the matter. Those aspects are decision points and handling time. How many decisions should a player make during his or her term? How complex should these decisions be? How long does it take to resolve them? You could say that an element of the rules is action-y, if most of these questions are answered high and positive. Therefore Cleave is less action-y then Fighter's Surge, as one cannot just decide to cleave. Healing Word - as presented in the playtest - is less action-y than its predecessor in 4e, as it only combines with attacks and decision points are therefore reduced. The only way to really get another action in the sense of having your full spectrum of decisions again, is as of now, Fighter's Surge. And Fighter's Surge is limited to a few times per intime day. You are, it seems to me, focussing on "attack rolls" when you talk about actions. Several rolls obviously increase handling time of a rules element. It will be interesting to see how the team will keep this down on higher levels. As for Two-Weapon fighting a simple solution might be to just roll another weapon damage die. [/QUOTE]
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