With all due respect to Mike Mearls, he is wrong. The action economy in 5th Edition is beautifully designed, and I wouldn't change a thing about it.
Seriously. we're already talking about another edition? uugghhhh....
I don't really have any issues with the Bonus Action, but I also think there's always room for improvement and would love to see his ideas.I think people need to see the full details of Mike Mearl proposal before anyone can fully judge it, so hopefully it ends up a UA, but so far I'm intrigued.
I would have actually preferred proficiency dice being the default.
What I'm unsure how to change about 5th without breaking the game is to add more granularity to character creation and choices. I do not want to go back to how 3rd was, but I would like more moving parts than what 5th has. I've said in other threads that sometimes I wish 5th would have kept 4th's idea of 30 levels. That would allow for feats and other character choices to be broken down into smaller pieces, made more numerous, and spread out more.
While not exactly a mechanics issue, I would also prefer that the game style lean a little more toward sword & sorcery.
Or they could come out with a new version that still uses the current initiative system and bonus actions and you will need to eat your words.
The impression I get is that you would just make Cunning Action an action you can take. "As a Cunning Action you can make a weapon atttack as well as do one of the following: hide, disengage, etc'"
Two weapon fighting would be its own action. "As an action, you can attack with two weapons."
So, the player just chooses an Action for his character during a given round, from a short list of actions. There's no wondering about how a bonus action might be tied to it. No trying to figure out if you can use one of your bonus actions. You just take the action and everything you can do with it is built in.
Another example: A bonus action spell rather than referring to other rules would just say. "When you cast this spell, you can also cast a cantrip or make an attack" No need for extra rules where the bonus action spells have their own subsystem.
Honestly, the more I think about it the more I like it.
AD
What words will I eat?
Where did I say he would succeed?
Please quote them and explain how I was making a claim. Thanks![]()
I think a whole bunch of people who are resisting what he's talking about should be prepared to eat their words later on.
I've seen plenty of this in my work as a designer. People get really attached to what they know. They resist change.
They won't know how good something is until they see it.
It is hacky, and it's a sticking point with new players. It also has weird exceptions like some things being able to happen in either bonus OR normal actions, triggered only with different, arbitrary-seeming situations.
I would love to see him solve this problem and make the system even more elegant.
To quote him in full: "With all that said, nothing that requires a new edition. We'll do that when players and DMs ask for it. No where near that now." (My emphasis)My thoughts exactly. Not much faith in the current run if we're talking about a new edition "when people ask for it". I mean what does that even mean? Does it mean WOTC has completely lost faith in 5E and is just waiting for the consumers to start calling? Does it mean the consumers are already calling in demanding a new edition and that has prompted WOTC to start developing something?
I think the main reason for the bonus action is that it helps to limit what extra things you can do. If you had a bunch of different freebies that triggered off the same thing (like making an attack), you might end up with people trying to use all of them at once. Making them bonus actions, and specifying that you can only take one bonus action per turn, stops that sort of thing from happening.If you take the Great Weapon Master feat, you get one extra attack if you hit with any one primary attack during your Action?
I enjoyed them too, but I can also see why they removed them as default.I liked proficiency dice too. So it goes.
Exactly. A tight action economy keeps D&D from turning into a game of Magic where one guy's combo deck is going off. Don't get me wrong, I love a good combo deck, but D&D is the wrong game for that.I think the main reason for the bonus action is that it helps to limit what extra things you can do. If you had a bunch of different freebies that triggered off the same thing (like making an attack), you might end up with people trying to use all of them at once. Making them bonus actions, and specifying that you can only take one bonus action per turn, stops that sort of thing from happening.
edit 2: While it may be a while before 6th edition, I would not be surprised to see some of the future books include rules-changes and clarifications which are essentially a 5.5. That happened with both 3rd Edition and 4th Edition. My prediction is that 5th will hit a point where that is deemed necessary earlier in its life cycle than the previous two editions. I'm not saying there is anything which I'd say is exactly wrong with the game, but I do feel there were a few core design choices which worked well in the beginning but are now starting to buckle a little under the weight of added game elements.
I think the main reason for the bonus action is that it helps to limit what extra things you can do. If you had a bunch of different freebies that triggered off the same thing (like making an attack), you might end up with people trying to use all of them at once. Making them bonus actions, and specifying that you can only take one bonus action per turn, stops that sort of thing from happening.
I enjoyed them too, but I can also see why they removed them as default.