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<blockquote data-quote="Charlaquin" data-source="post: 9437317" data-attributes="member: 6779196"><p>Did they though? I don’t know, I can’t imagine myself ever telling a player “sorry, you already opened one door this turn, you can’t open another.” The idea that interacting with the environment needs a special category within the action economy instead of just being something that happens incidentally as part of your normal movement and actions during your turn has always seemed pretty silly to me. I imagine this “free object interaction” will continue being completely handwaved away, just as it has been for the past decade.</p><p></p><p>To be fair, dropping items to get around the restriction to one “free object interaction” per turn was always kind of cheesy. Like, yeah, sure, simply letting go of a sword takes less time and effort than putting it properly into a scabbard. But that functionally meant that the “free object interaction” was less restrictive on weapon swapping than originally intended, at the cost of the narrative being really silly, with characters routinely dropping their weapons on the floor on purpose, only to bend over and pick them back up a few seconds later.</p><p></p><p>With the new rules for drawing and stowing weapons being so generous anyway, I’m more than ok with having the slight simulation fail or dropping a weapon taking up as much of your action economy as it does to sheathe the weapon, if it also means we no longer have the major flavor/narrative fail of constantly dropping weapons and picking them back up off the ground.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9437317, member: 6779196"] Did they though? I don’t know, I can’t imagine myself ever telling a player “sorry, you already opened one door this turn, you can’t open another.” The idea that interacting with the environment needs a special category within the action economy instead of just being something that happens incidentally as part of your normal movement and actions during your turn has always seemed pretty silly to me. I imagine this “free object interaction” will continue being completely handwaved away, just as it has been for the past decade. To be fair, dropping items to get around the restriction to one “free object interaction” per turn was always kind of cheesy. Like, yeah, sure, simply letting go of a sword takes less time and effort than putting it properly into a scabbard. But that functionally meant that the “free object interaction” was less restrictive on weapon swapping than originally intended, at the cost of the narrative being really silly, with characters routinely dropping their weapons on the floor on purpose, only to bend over and pick them back up a few seconds later. With the new rules for drawing and stowing weapons being so generous anyway, I’m more than ok with having the slight simulation fail or dropping a weapon taking up as much of your action economy as it does to sheathe the weapon, if it also means we no longer have the major flavor/narrative fail of constantly dropping weapons and picking them back up off the ground. [/QUOTE]
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