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*Dungeons & Dragons
[House Rule] Swap an action for a bonus action
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<blockquote data-quote="clearstream" data-source="post: 9520373" data-attributes="member: 71699"><p>There's a concept in development dubbed "designability" which means something like how predictably a design can be satisfactorily completed. How foreseeable are edge cases, how much iteration will be needed. How much work will it take to settle or resolve each component. Is it all or nothing or can it be built toward incrementally?</p><p></p><p>Sometimes one incorporates an arbitrary constraint in order to increase designability. Bonus actions are like that. Through constraining them to exactly one per turn, designers gain a resource with predictable boundaries. They don't have to playtest every bonus action doubled up or combined (in the same player turn) with every possible other. They can take more risk with individual bonus actions -- making them more powerful -- because of that.</p><p></p><p>Changing that constraint for all characters goes against this sort of philosophy of design. It's effortful to foresee how it would play out as there are so many cases. Removing the constraint would also make it less advisable to allow strong bonus actions (although I understand here that you're not intended to weaken anything.)</p><p></p><p>What I'd suggest would be narrowing it to something particular characters can do occasionally. Frex, I played with a rule for monks where they had an equivalent of fighter action surge, but for a bonus action. Another option is an item that grants an extra bonus action occasionally (charges or whatever.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9520373, member: 71699"] There's a concept in development dubbed "designability" which means something like how predictably a design can be satisfactorily completed. How foreseeable are edge cases, how much iteration will be needed. How much work will it take to settle or resolve each component. Is it all or nothing or can it be built toward incrementally? Sometimes one incorporates an arbitrary constraint in order to increase designability. Bonus actions are like that. Through constraining them to exactly one per turn, designers gain a resource with predictable boundaries. They don't have to playtest every bonus action doubled up or combined (in the same player turn) with every possible other. They can take more risk with individual bonus actions -- making them more powerful -- because of that. Changing that constraint for all characters goes against this sort of philosophy of design. It's effortful to foresee how it would play out as there are so many cases. Removing the constraint would also make it less advisable to allow strong bonus actions (although I understand here that you're not intended to weaken anything.) What I'd suggest would be narrowing it to something particular characters can do occasionally. Frex, I played with a rule for monks where they had an equivalent of fighter action surge, but for a bonus action. Another option is an item that grants an extra bonus action occasionally (charges or whatever.) [/QUOTE]
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[House Rule] Swap an action for a bonus action
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