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Legends and Lore: you get one action...
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<blockquote data-quote="Crazy Jerome" data-source="post: 5741348" data-attributes="member: 54877"><p>About as simple as I can see it every getting, while avoiding most of those issues in Abdul's #2 point above, is go to a "dual action" economy:</p><p> </p><p>1. You can do any two <strong>different</strong> actions per turn.</p><p> </p><p>2. All activities are either free or cost an action. (e.g. Saying a few words is free. Conversing while you do something else takes one of those actions.) That is, each activitiy is either significiant enough to count against the action economy, or it isn't.</p><p> </p><p>3. This restriction is very strict, but is applied per mind. That is, if you want to break it for certain solo monsters or whatever (e.g. Ettin with two heads) then you only do so when the monster has multiple brains. For things like dragons getting more options, combine the claw/claw/bite routine into a single roll (again, per Abdul) with lots of damage narrated as claw/claw/bite and/or add a handful of reactive options (e.g. tail sweep). So a single "attack" from dual wielding or flurries of attacks may be narratively multiple strikes, but if you can do it in one action, it gets one attack roll.</p><p> </p><p>4. If it isn't perfectly clear from the above, you never get multiple "attacks" in a round, even if you pass on using your second action. You only get that second action because heroes can walk and chew bubblegum at the same time. They don't chew faster when they stand still.</p><p> </p><p>5. For most other corner cases, define an alternate "action" in the mechanics that keeps the above rules clean in letter, even if poking around the spirit. (This is more or less what claw/claw/bite as a single attack does.) For example, there is a "move" action where you can move your speed. Then there is a "burst" action where you can move your speed +2. Finally, there is a "shift" action where you can move 10 feet. (Shifts provoke no interrupts, move provoke a handful of simple interrupts, and bursts provoke any possible interrupt.) To do nothing but move in a round, pick any two that suit you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>6. The slow condition costs the victim one action per turn. The haste condition adds one action per turn. All above rules still apply, notably the requirement that each action be different. Thus, slow and haste naturally cancel out while both are running on the same target, but if they have different durations, this is accounted for.</p><p> </p><p>7. Ready/Delay is itself an action (probably a combined one). You don't have to state what you are doing when you "delay" but being "ready" to do something later costs you an action besides the thing you intend to do.</p><p> </p><p>Edit: This things extrapolates naturally. I may be on to something here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5741348, member: 54877"] About as simple as I can see it every getting, while avoiding most of those issues in Abdul's #2 point above, is go to a "dual action" economy: 1. You can do any two [B]different[/B] actions per turn. 2. All activities are either free or cost an action. (e.g. Saying a few words is free. Conversing while you do something else takes one of those actions.) That is, each activitiy is either significiant enough to count against the action economy, or it isn't. 3. This restriction is very strict, but is applied per mind. That is, if you want to break it for certain solo monsters or whatever (e.g. Ettin with two heads) then you only do so when the monster has multiple brains. For things like dragons getting more options, combine the claw/claw/bite routine into a single roll (again, per Abdul) with lots of damage narrated as claw/claw/bite and/or add a handful of reactive options (e.g. tail sweep). So a single "attack" from dual wielding or flurries of attacks may be narratively multiple strikes, but if you can do it in one action, it gets one attack roll. 4. If it isn't perfectly clear from the above, you never get multiple "attacks" in a round, even if you pass on using your second action. You only get that second action because heroes can walk and chew bubblegum at the same time. They don't chew faster when they stand still. 5. For most other corner cases, define an alternate "action" in the mechanics that keeps the above rules clean in letter, even if poking around the spirit. (This is more or less what claw/claw/bite as a single attack does.) For example, there is a "move" action where you can move your speed. Then there is a "burst" action where you can move your speed +2. Finally, there is a "shift" action where you can move 10 feet. (Shifts provoke no interrupts, move provoke a handful of simple interrupts, and bursts provoke any possible interrupt.) To do nothing but move in a round, pick any two that suit you. :D 6. The slow condition costs the victim one action per turn. The haste condition adds one action per turn. All above rules still apply, notably the requirement that each action be different. Thus, slow and haste naturally cancel out while both are running on the same target, but if they have different durations, this is accounted for. 7. Ready/Delay is itself an action (probably a combined one). You don't have to state what you are doing when you "delay" but being "ready" to do something later costs you an action besides the thing you intend to do. Edit: This things extrapolates naturally. I may be on to something here. ;) [/QUOTE]
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