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Does anyone else feel like the action economy and the way actions work in general in 5e both just suck?
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<blockquote data-quote="Don Durito" data-source="post: 7940209" data-attributes="member: 6687260"><p>Simple is fine. But if you want a system to be modular then you have to ensure that space is designed into it for the more complex actions. This is part of the issue. We were promised DnD next would be modular, and it really wasn't. There was little real thought to how the more complex elements could be added into the simple. See the discussion of how flanking rules if used are now overpowered (and people in 4E were already mocking the whole 'conga' line of doom element of flanking).</p><p></p><p>Part of the issue with 5E in this regard is that while the core rules for resolution and combat are very simple. The whole class system is built on lots of exception based spells, powers and abilities. This means you really need to be aware of interactions from changing rules. For example, one DM wanted to make critis more powerful, but I had to warn him, that this would mean a big buff to my paladin, who was already feeling somewhat OP as we weren't really getting in enough combats per long rest.</p><p></p><p>I don't want to oversell it. It's not <em>that</em> difficult to play around with an houserule 5e. But it's not B/X or 13th Age or Castles and Crusades either.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7940209, member: 6687260"] Simple is fine. But if you want a system to be modular then you have to ensure that space is designed into it for the more complex actions. This is part of the issue. We were promised DnD next would be modular, and it really wasn't. There was little real thought to how the more complex elements could be added into the simple. See the discussion of how flanking rules if used are now overpowered (and people in 4E were already mocking the whole 'conga' line of doom element of flanking). Part of the issue with 5E in this regard is that while the core rules for resolution and combat are very simple. The whole class system is built on lots of exception based spells, powers and abilities. This means you really need to be aware of interactions from changing rules. For example, one DM wanted to make critis more powerful, but I had to warn him, that this would mean a big buff to my paladin, who was already feeling somewhat OP as we weren't really getting in enough combats per long rest. I don't want to oversell it. It's not [I]that[/I] difficult to play around with an houserule 5e. But it's not B/X or 13th Age or Castles and Crusades either. [/QUOTE]
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Does anyone else feel like the action economy and the way actions work in general in 5e both just suck?
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