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Community
General Tabletop Discussion
*Dungeons & Dragons
Getting a Handle on 5E Rules
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<blockquote data-quote="Sword of Spirit" data-source="post: 6844162" data-attributes="member: 6677017"><p>Sounds like you basically get it, but as others have said, don't feel limited in your actions. Pages 71-72 of the Basic Rules list 10 specific actions you can take. Beyond that you can do anything your DM lets you. The rules actively encourage this in the "Improvising an Action" sidebar. It can be an adjustment, but changing player mindset from "here is a list of my options" to, "What do I want to do?" and letting the DM decide how it happens is a great way to play this edition. It can still be useful to record on a character sheet the specific class-based actions and features that your character in particular can do that go beyond what anyone can do, but do not feel limited by them. Sometimes shoving someone or swinging on a chandelier are better choices.</p><p></p><p></p><p></p><p>I think others have hit this already, but this is by intentional design. You aren't supposed to think of having a list of options for bonus actions available, and having "your bonus action" in the turn with which you use one of the available actions. You are instead supposed to completely forget about bonus actions <em>unless a specific game feature gives <u>your character</u> one.</em> If it does, the feature itself tells you pretty much everything you need to know about how to use it.</p><p></p><p>If applied by the group, I think this mental framework can be good for the game because it means turns are less likely to be slowed down by players trying to decide what to do with "their bonus action." </p><p></p><p></p><p></p><p>I agree with the excellent rules clarifications, but for the benefit of the newer player I'll point out that fighters actually do have a bonus action granted by their 1st level features (Second Wind).</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6844162, member: 6677017"] Sounds like you basically get it, but as others have said, don't feel limited in your actions. Pages 71-72 of the Basic Rules list 10 specific actions you can take. Beyond that you can do anything your DM lets you. The rules actively encourage this in the "Improvising an Action" sidebar. It can be an adjustment, but changing player mindset from "here is a list of my options" to, "What do I want to do?" and letting the DM decide how it happens is a great way to play this edition. It can still be useful to record on a character sheet the specific class-based actions and features that your character in particular can do that go beyond what anyone can do, but do not feel limited by them. Sometimes shoving someone or swinging on a chandelier are better choices. I think others have hit this already, but this is by intentional design. You aren't supposed to think of having a list of options for bonus actions available, and having "your bonus action" in the turn with which you use one of the available actions. You are instead supposed to completely forget about bonus actions [I]unless a specific game feature gives [U]your character[/U] one.[/I] If it does, the feature itself tells you pretty much everything you need to know about how to use it. If applied by the group, I think this mental framework can be good for the game because it means turns are less likely to be slowed down by players trying to decide what to do with "their bonus action." I agree with the excellent rules clarifications, but for the benefit of the newer player I'll point out that fighters actually do have a bonus action granted by their 1st level features (Second Wind). [/QUOTE]
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