Mike Mearls and "Action Economy"

My cat clan monk can regain his feet after falling prone without spending movement with merely a flourish.... so is that a unreasonable ability?

Does it break the action economy?

Should I pretend there isnt an action economy.

Or should I pay attention to what other things can be done with a flourish .. is it good enough should it be a non-action when the character hits 12th level.
 
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LOL you didnt play with the Teens I did in the 70s... one didnt know how to swim so you make a dexterity check every round to avoid taking real damage.

You are being really presumptive in my opinion.
I wasn't alive in the 70's, so nope, sure didn't. The rules for the action economy are there in the book, and are easy to apply in my experience, without any thought of gaming the system. Background stuff.
 

My cat clan monk can regain his feet after falling prone without spending movement with merely a flourish.... so is that a unreasonable ability?

Does it break the action economy?

Should I pretend there isnt an action economy.

Or should I pay attention to what other things can be done with a flourish .. is it good enough should it be a non-action when the character hits 12th level.
What Mearls said was that the new rule shouldn't bring the action economy to the attention of the player, in play. Part of the design process, as he outlined it, is avoiding overcomplicated options.
 


What Mearls said was that the new rule shouldn't bring the action economy to the attention of the player, in play. Part of the design process, as he outlined it, is avoiding overcomplicated options.

Only tricky to figure out dude not at all complicated once its done it should be a non action on the part of the player and DM both to actually use....
 


While an action economy is in a sense implicit in EVERY game, IMO Mearls might be saying that he didn't want this to be so prominent as to feel necessary to think in terms of it when playing the game.

Remember that 5e had a primary design goal of allowing as many playstyles as possible. Action economy micromanagement makes for a specific playstyle, a valid one, but something they likely didn't want to become mandatory.

IMHO they mostly succeeded but "mildly failed" in a couple of things:

- not describing explicitly enough the simultaneity that is behind 5e actions, particularly with regards to bonus actions
- adding the dissonantly over-precised object interaction rule

Since a bonus action is by definition quicker than an action, you'd think it would be possible.

This is example of WotC own failure at explaining things clearly. Bonus actions are not faster by definition, but most people are lead to assume they are because they are a more scarce resource and because some bonus actions are attacks and thus can be compared directly with using an action with Extra Attacks, resulting in something less valuable.

The truth is that bonus actions are merely a rules artifact. You could theoretically have a bonus action that granted a bigger outcome than your action.

And this leads back to the idea of the simultaneity of all your actions in a turn (where their serial resolution is more for convenience than true meaning). If bonus actions were presented as improving your actions rather than adding to them, maybe there would be a more natural flow to combat. I think this is pretty much what goes in Mike's mind when saying the game would have been better without bonus actions.
 

And this leads back to the idea of the simultaneity of all your actions in a turn (where their serial resolution is more for convenience than true meaning).

Arguably in AD&D the simultaneity was implemented by pure DM adjudication... a player didnt have a turn just initiative and the length of time things were considered to take to occur (was sometimes clear and sometimes not) and enemies and themselves moving and so on all at the same time (... even so they still had opportunity attacks and flanking within that snow ball.) this was a huge change moving to d20 era
 
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