D&D 5E (2024) Is 5E better because of Crawford and Perkins leaving?

Dash does not say "on your turn."

It says "for the current turn."

That current turn is outside of the initiative order, and for the individual gaining that singular Dash, which is both RAW and RAI
There is no mechanism for spending movement outside your own turn. Save Readying movement, which is also not the Dash action for precisely this reason.
 

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I've never seen people outside of Wizards really understand how work on a project breaks down. It's an opaque process at times even inside the building, as some of the best-received ideas come about through the alchemy of putting creative people in a room and giving them space to build stuff. Trying to pin an idea or design on one person is impossible.

Compounding things, serving as a talking head for the brand is a wholly different set of abilities. They don't pick the best, most impactful designers to stand on stage and talk about stuff. They pick folks who are engaging and can stay on message. Looking for some sort of sea change in the design because one or two people left, or because a designer joined the team, is an exercise in futility.

Regarding the Dash action - it resolves as a bonus to speed because that's the language the game uses to make you faster or slower. Want to go faster? Give someone a speed bonus. Want to slow them down? Give them a speed penalty. You can allow someone to move when they otherwise cannot by firing off their movement, but firing that twice leads to some potentially weird interactions in the system.

The big one - let's say my speed is 25 and I am standing in difficult terrain. I burn 20 feet of speed to move 10 feet, but I need to move more. Let's look at two structures:

The Movement as Action Approach: I move again. OK, what happens to that 5 feet of left over speed? Does firing another move action add to my current move budget? If I then get a movement bonus what happens? What if I get that bonus after I've expended my budget from my first move? Does it apply retroactively?

The key shortcoming (IMO) of the action approach is that firing it multiple times creates these separate movement buckets, and the interactions between them get weird as you throw on stuff the system wants to do to movement.

The budget approach makes this all cleaner to process. Everything that touches speed does the same thing - it alters your overall budget for movement. Fundamentally that's what the action approach does, so we're skipping a step and getting closer to the bare metal.
 

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