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Mike Mearls and "Action Economy"
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<blockquote data-quote="TwoSix" data-source="post: 7389246" data-attributes="member: 205"><p>There are a lot of cool RPGs that run with a basic engine of "declare interesting option for your character, make roll to see how well it works". A game with 6 second combat turns, movement speeds measured in feet, and hundreds of tightly codified battle spells ain't one, though. </p><p></p><p>The problem with trying to design the game around "Tell me what you do in the story, not what actions you can take" is that it means the game is built around stunting, which means the game becomes primarily about negotiating permissions between the player and the DM. The whole reason to have formalized rules is to lower the amount of negotiation required between the player and the DM to agree as to what is happening, which makes the apparent design direction Mike is stating as desirable not work very well for what 5e actually is.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7389246, member: 205"] There are a lot of cool RPGs that run with a basic engine of "declare interesting option for your character, make roll to see how well it works". A game with 6 second combat turns, movement speeds measured in feet, and hundreds of tightly codified battle spells ain't one, though. The problem with trying to design the game around "Tell me what you do in the story, not what actions you can take" is that it means the game is built around stunting, which means the game becomes primarily about negotiating permissions between the player and the DM. The whole reason to have formalized rules is to lower the amount of negotiation required between the player and the DM to agree as to what is happening, which makes the apparent design direction Mike is stating as desirable not work very well for what 5e actually is. [/QUOTE]
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