S
Sunseeker
Guest
These are...not the sort of comments I want to hear from people who design games.
Y'know, that's about what I got the impression bonus actions were meant to be. You take an action that entitles you to a bonus action. So you never have to 'decide what to do with you bonus action?' because it's, well, a bonus. They just didn't quite manage to phrase it that way.When you take a look at what Mearls has said about BA and such, his suggestions and inklings were not to remove them, just repackage them. instead of Healing word being a BA that allows a cantrip there would have been a spell which had healing word healing and an attack.
Put another way, instead of giving you turns as "box of stuff you do" where you assemble/load the box up yourself from a lot of different parts - one action, one bonus action, one reaction - you would get a lot of (an awful awful lot of) pre-loaded boxes.
Want to healing word and stabilze? thats a new pre-loaded box.
Want to healing word and guidance? Thats another pre-loaded box.
etc etc etc
In other words, instead of selling you a kit you can make many many box-loads from... we will sell you a lot of boxes in a lot of different products.
I disagree.Y'know, that's about what I got the impression bonus actions were meant to be. You take an action that entitles you to a bonus action. So you never have to 'decide what to do with you bonus action?' because it's, well, a bonus. They just didn't quite manage to phrase it that way.
Instead of Healing Word being a bonus action that limits what you can do with your action, it should have been an action that healed, and gave you a bonus action attack. That kinda thing.
Yeah, it's a bit limiting and unwieldy, but if you're going to address the complaint of too many action types and people dithering over what to do with their 'unused bonus action' every round, that's where you'd have to go...
Agree... Honestly the design and play and mechanic and setting ***all*** need to be woven together at every stage of development... Like four tires of a car... Or else you likely wind up running your players off the road like the early Hudsons prototypes "design" did when they turned.I don't get it. The notion of an action economy is fundamental in any turn-based system. What's wrong with that?
Agree... Honestly the design and play and mechanic and setting ***all*** need to be woven together at every stage of development... Like four tires of a car... Or else you likely wind up running your players off the road like the early Hudsons prototypes "design" did when they turned.