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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls and "Action Economy"
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<blockquote data-quote="Mistwell" data-source="post: 7388565" data-attributes="member: 2525"><p>And I think all four of you (the other three being I think [MENTION=6854936]Sorcerers Apprentice[/MENTION], [MENTION=913]Schmoe[/MENTION], and [MENTION=6848185]CubicsRube[/MENTION]) have misinterpreted what he said. Read MarkB's post. </p><p></p><p>This is the sentence, "If this phrase [action economy] comes up as part of the design process, we have probably done something wrong. If we're thinking of actions as an economic resource that are being spent, I think we've made the game too complicated." </p><p></p><p>This is how I read that sentence, "If the phrase action economy comes up as part of the design process, <strong>we have probably come dangerously close to messing with a balanced element of the game that's working well</strong>. If we're thinking of actions as an economic resources that are being spent <strong>such that we are about to change what it's spent on</strong>, I think we've made the game too complicated <strong>and run the risk of messing up what was working well</strong>."</p><p></p><p>I don't think he's referring to what the players are thinking about the action economy (he never mentions players). I think he's thinking about the <strong>designers</strong> playing around with the existing action economy (he does refer to designer, and that's who "we" and "we're" are referring to in that sentence). By doing things that, for example, effectively expand the number of actions a PC can take on a turn or a round, which can mess with what they can do with certain feats or multiclass levels or combinations like dual wielding or sneak attack or smites or bonus actions. </p><p></p><p>Assuming that's what he means, he's right. Stay away from messing with the existing action economy. It works well, and as MarkB said, it's currently universal and limited and specific. It's the one place in the rules where, if you push that envelope, deeply unexpected results can happen fundamentally changing the entire feel of the game. It's the one place where, if you screw it up, a single combat can go from 5 minutes to 35 minutes for a group, and cascade effects can happen. </p><p></p><p>Whatever gamist tactical feel you prefer, it can be done within the existing action economy. There is no reason for the designers to bring it up as part of changing it or expanding it in some way.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7388565, member: 2525"] And I think all four of you (the other three being I think [MENTION=6854936]Sorcerers Apprentice[/MENTION], [MENTION=913]Schmoe[/MENTION], and [MENTION=6848185]CubicsRube[/MENTION]) have misinterpreted what he said. Read MarkB's post. This is the sentence, "If this phrase [action economy] comes up as part of the design process, we have probably done something wrong. If we're thinking of actions as an economic resource that are being spent, I think we've made the game too complicated." This is how I read that sentence, "If the phrase action economy comes up as part of the design process, [B]we have probably come dangerously close to messing with a balanced element of the game that's working well[/B]. If we're thinking of actions as an economic resources that are being spent [B]such that we are about to change what it's spent on[/b], I think we've made the game too complicated [b]and run the risk of messing up what was working well[/B]." I don't think he's referring to what the players are thinking about the action economy (he never mentions players). I think he's thinking about the [B]designers[/B] playing around with the existing action economy (he does refer to designer, and that's who "we" and "we're" are referring to in that sentence). By doing things that, for example, effectively expand the number of actions a PC can take on a turn or a round, which can mess with what they can do with certain feats or multiclass levels or combinations like dual wielding or sneak attack or smites or bonus actions. Assuming that's what he means, he's right. Stay away from messing with the existing action economy. It works well, and as MarkB said, it's currently universal and limited and specific. It's the one place in the rules where, if you push that envelope, deeply unexpected results can happen fundamentally changing the entire feel of the game. It's the one place where, if you screw it up, a single combat can go from 5 minutes to 35 minutes for a group, and cascade effects can happen. Whatever gamist tactical feel you prefer, it can be done within the existing action economy. There is no reason for the designers to bring it up as part of changing it or expanding it in some way. [/QUOTE]
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