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Expanding reactions in 5e
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<blockquote data-quote="5ekyu" data-source="post: 7352731" data-attributes="member: 6919838"><p>i have seen this sort of thing - played with it quite a bit back in HERO system play for one but there were others.</p><p></p><p>i see dodge used when its really necessary or when there is nothing better to do - you can't get close enough so you move and dodge and expect to finish closing and strike next turn. So, it tends to happen more frequently or not depending on the distances and area of a combat. if most of the time they start at 30' or closer you will rarely see it. But if one side or the other needs to close - dodge is very necessary.</p><p></p><p>The other times i see it is when you have a strategic position thing... warrior blocking the entrance using dodge while others attack from behind or the oft stated "cleric - spiritual weapon, guardian spirits dodge " sort of thing where ongoing effects that don't need actions are strong enough - especially with bonus action spells (pretty sure the above cleric could throw in healing word as BA during each of those dodge turns by RAW if he did not use the BA/spiritual weapon attack on a turn - not your house rule.)</p><p></p><p>But back in the HERO days it became something of a devil-if-you-do because committing your next turn with a reaction-dodge was frequently as much a trap as it was a save. trading "next turn" for "maybe getting missed" could easily lead to being left out in the cold when the events shifted. But that too would really depend on the nature and style of the combats. if the combat is rather static and predictable - no big deal. if the combat is more dynamic and fluid and reactive, locking down your next turn as much as a round before it happens can be a really huge gamble for the hope of getting misses.</p><p></p><p>basically it boils down to this - even if you make it a reaction, as long as it eats your action, it will still be popular only when there is nothing to do with your action that is more fun - cuz IMo the main reason folks do not routinely dodge when they have attacks or spells or other things to do is folks are there to *do stuff* not just to *not get hit*. </p><p></p><p>While there may be special cases where it would be different - i cannot see any sort of common enough combat case where giving up your <strong>current reaction your next turn's action and bonus action</strong> for just an increased chance of a miss on attacks and better dex saves to mean this rule has any significant impact on the use of dodge.</p><p></p><p>But, by the same token, likely as not all it would do is weaken those using it so... no big deal either way.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7352731, member: 6919838"] i have seen this sort of thing - played with it quite a bit back in HERO system play for one but there were others. i see dodge used when its really necessary or when there is nothing better to do - you can't get close enough so you move and dodge and expect to finish closing and strike next turn. So, it tends to happen more frequently or not depending on the distances and area of a combat. if most of the time they start at 30' or closer you will rarely see it. But if one side or the other needs to close - dodge is very necessary. The other times i see it is when you have a strategic position thing... warrior blocking the entrance using dodge while others attack from behind or the oft stated "cleric - spiritual weapon, guardian spirits dodge " sort of thing where ongoing effects that don't need actions are strong enough - especially with bonus action spells (pretty sure the above cleric could throw in healing word as BA during each of those dodge turns by RAW if he did not use the BA/spiritual weapon attack on a turn - not your house rule.) But back in the HERO days it became something of a devil-if-you-do because committing your next turn with a reaction-dodge was frequently as much a trap as it was a save. trading "next turn" for "maybe getting missed" could easily lead to being left out in the cold when the events shifted. But that too would really depend on the nature and style of the combats. if the combat is rather static and predictable - no big deal. if the combat is more dynamic and fluid and reactive, locking down your next turn as much as a round before it happens can be a really huge gamble for the hope of getting misses. basically it boils down to this - even if you make it a reaction, as long as it eats your action, it will still be popular only when there is nothing to do with your action that is more fun - cuz IMo the main reason folks do not routinely dodge when they have attacks or spells or other things to do is folks are there to *do stuff* not just to *not get hit*. While there may be special cases where it would be different - i cannot see any sort of common enough combat case where giving up your [B]current reaction your next turn's action and bonus action[/B] for just an increased chance of a miss on attacks and better dex saves to mean this rule has any significant impact on the use of dodge. But, by the same token, likely as not all it would do is weaken those using it so... no big deal either way. [/QUOTE]
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