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<blockquote data-quote="Charlaquin" data-source="post: 7304751" data-attributes="member: 6779196"><p>It’s part of the attempt to pretend 5e doesn’t have an action economy. Having a hierarchy of actions in which higher Actions can be traded down for lower Actions was too “game-y” for a lot of people’s taste. This is just one of the ways Bonus Actions were tweaked to make them feel less like the Minor Actions whose effects they replicate.</p><p></p><p></p><p>Honestly, I don’t see why they feel it’s so important to only allow one non-Cantrip spell per turn. Like, what’s the big problem with casting Hex and Witch Bolt in the same turn, or Healing Word and Cure Wounds? If a Spell is balanced to be usable on the same turn as an Attack, shouldn’t it theoretically be balanced to use in the same turn as another Spell?</p><p></p><p></p><p>I agree. I wonder if the reason they had it be a bonus action was just to avoid awkward interactions with the rules for Extra Attack. </p><p></p><p></p><p>I think that’s ok. Bonus Actions are a useful part of the system framework, even if they are used very sparingly. In fact, I kind of think it’s better if they are. One thing I liked about Bonus Actions as opposed to Minor Actions is that there are fewer things to use Bonus Actions on by default. The question becomes, “Should I use a Bonus Action this turn?” Instead of “What should I use my Bonus Action on this turn?”</p><p></p><p>Personally, my fix to Bonus Actions would be:</p><p>- Change the name to “Lesser Action” or “Minor Action” or something. Remove the line about you not having a Bonus Action to spend unless you have an ability to spend it on. This will remove confusion around why they’re limited to once per turn.</p><p>- Remove the restriction on spellcasting so that you can use any spell you want on the same turn you use a Bonus Action. This eliminates an unusual interaction that makes Bonus Actions seem more confusing than they are with no real benefit.</p><p>- Fold dual-wielding into the Attack Action. This removes the primary source of fustration around Bonus Actions, where you realize using a Bonus Action will deprive you of one of your Attacks you normally get every turn.</p><p>- Allow players to use an Action to do anything they could do with a Bonus/Minor Action. If you’re a multiclass Barbarian/Warlock and you want to give up your Attack so you can cast Hex and enter Rage on the same turn, you should be allowed to do that.</p><p></p><p>I think these small tweaks would clean Bonus Actions up significantly. It makes their function more transparent, eliminates the places where they get in the way of letting you do what you want to do on your turn, and it differentiates them from regular Actions by making sure there are no universal ways to use them. Everythinh that uses a Bonus Action comes from a Race/Class/Subclass Feature, a Spell, or a Feat, so it preserves the “Can and Should I use a Bonus Action?” thought process as opposed to “What do I use my Bonus Action for?”</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7304751, member: 6779196"] It’s part of the attempt to pretend 5e doesn’t have an action economy. Having a hierarchy of actions in which higher Actions can be traded down for lower Actions was too “game-y” for a lot of people’s taste. This is just one of the ways Bonus Actions were tweaked to make them feel less like the Minor Actions whose effects they replicate. Honestly, I don’t see why they feel it’s so important to only allow one non-Cantrip spell per turn. Like, what’s the big problem with casting Hex and Witch Bolt in the same turn, or Healing Word and Cure Wounds? If a Spell is balanced to be usable on the same turn as an Attack, shouldn’t it theoretically be balanced to use in the same turn as another Spell? I agree. I wonder if the reason they had it be a bonus action was just to avoid awkward interactions with the rules for Extra Attack. I think that’s ok. Bonus Actions are a useful part of the system framework, even if they are used very sparingly. In fact, I kind of think it’s better if they are. One thing I liked about Bonus Actions as opposed to Minor Actions is that there are fewer things to use Bonus Actions on by default. The question becomes, “Should I use a Bonus Action this turn?” Instead of “What should I use my Bonus Action on this turn?” Personally, my fix to Bonus Actions would be: - Change the name to “Lesser Action” or “Minor Action” or something. Remove the line about you not having a Bonus Action to spend unless you have an ability to spend it on. This will remove confusion around why they’re limited to once per turn. - Remove the restriction on spellcasting so that you can use any spell you want on the same turn you use a Bonus Action. This eliminates an unusual interaction that makes Bonus Actions seem more confusing than they are with no real benefit. - Fold dual-wielding into the Attack Action. This removes the primary source of fustration around Bonus Actions, where you realize using a Bonus Action will deprive you of one of your Attacks you normally get every turn. - Allow players to use an Action to do anything they could do with a Bonus/Minor Action. If you’re a multiclass Barbarian/Warlock and you want to give up your Attack so you can cast Hex and enter Rage on the same turn, you should be allowed to do that. I think these small tweaks would clean Bonus Actions up significantly. It makes their function more transparent, eliminates the places where they get in the way of letting you do what you want to do on your turn, and it differentiates them from regular Actions by making sure there are no universal ways to use them. Everythinh that uses a Bonus Action comes from a Race/Class/Subclass Feature, a Spell, or a Feat, so it preserves the “Can and Should I use a Bonus Action?” thought process as opposed to “What do I use my Bonus Action for?” [/QUOTE]
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