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<blockquote data-quote="Li Shenron" data-source="post: 7770944" data-attributes="member: 1465"><p>I think he was pretty clear, and he also explained that part of the reason is related to not gaining the benefits of the shove already on those attacks of yours.</p><p></p><p></p><p></p><p>I have always been aware of the fact that those 3 are defined as "Actions" for the sake of making it clear what is their <em>cost</em>. In a most basic turn (i.e. without considering bonus actions or Action Surge or similar) you simply have to give up your main activity (attacking or casting) if you want to move double distance, avoid OA, or get a defensive bonus.</p><p></p><p>Had they designed Dash to immediately grant an extra move, you'd have to use it immediately, or maybe it would have required a bunch more boring wordy explanations, because "move" isn't an action per se in 5e. Instead with the current design, everything that is already explained about <em>moving</em> is still valid (including splitting up the movement distance), you just increase the maximum distance for this turn.</p><p></p><p>What is good about this design, is that players can choose to Dash/Disengage/Dodge at <em>any time</em> during their turn, if they still have an Action to use. So the PC might have already done something else, and then realize they need some extra movement/defense or they may incur in an OA. </p><p></p><p>A different design option would have been to have some "fight defensively" or "move carefully" condition that applies to the whole turn. Or they could have more strongely defined a move as a "move action". These were kind of things used in 3ed, and they worked fine in the context of that edition's philosophy, but Crawford makes it clear that 5e has a different philosophy and such extra rules artifacts would have gotten in the way of it.</p><p></p><p></p><p></p><p>Well you <em>can</em> use your free object interaction since that is done <em>during</em> your action or movement. OTOH I tend towards saying you can't take a bonus action between those attacks (but I don't think it would be a big deal to allow that) at least if the bonus action is itself one of those with "timing".</p><p></p><p>But more generally, I think we have to keep in mind that this is a <strong>game</strong> and not a 'model' or 'simulation' of reality, and that (like it or not) means that there is more at stakes than just realism and balance (usually the 2 paramount targets in all rules discussions). Crawford mentions several times during the interview how important it was for WotC designers to design certain things to work in such a way that doesn't bog the game down, even if that means to sacrifice a bit of realism or balance. It just means that the game WILL sometimes fail a reality-check or a balance-check, because they decided it's less important than having other flaws.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7770944, member: 1465"] I think he was pretty clear, and he also explained that part of the reason is related to not gaining the benefits of the shove already on those attacks of yours. I have always been aware of the fact that those 3 are defined as "Actions" for the sake of making it clear what is their [I]cost[/I]. In a most basic turn (i.e. without considering bonus actions or Action Surge or similar) you simply have to give up your main activity (attacking or casting) if you want to move double distance, avoid OA, or get a defensive bonus. Had they designed Dash to immediately grant an extra move, you'd have to use it immediately, or maybe it would have required a bunch more boring wordy explanations, because "move" isn't an action per se in 5e. Instead with the current design, everything that is already explained about [I]moving[/I] is still valid (including splitting up the movement distance), you just increase the maximum distance for this turn. What is good about this design, is that players can choose to Dash/Disengage/Dodge at [I]any time[/I] during their turn, if they still have an Action to use. So the PC might have already done something else, and then realize they need some extra movement/defense or they may incur in an OA. A different design option would have been to have some "fight defensively" or "move carefully" condition that applies to the whole turn. Or they could have more strongely defined a move as a "move action". These were kind of things used in 3ed, and they worked fine in the context of that edition's philosophy, but Crawford makes it clear that 5e has a different philosophy and such extra rules artifacts would have gotten in the way of it. Well you [I]can[/I] use your free object interaction since that is done [I]during[/I] your action or movement. OTOH I tend towards saying you can't take a bonus action between those attacks (but I don't think it would be a big deal to allow that) at least if the bonus action is itself one of those with "timing". But more generally, I think we have to keep in mind that this is a [B]game[/B] and not a 'model' or 'simulation' of reality, and that (like it or not) means that there is more at stakes than just realism and balance (usually the 2 paramount targets in all rules discussions). Crawford mentions several times during the interview how important it was for WotC designers to design certain things to work in such a way that doesn't bog the game down, even if that means to sacrifice a bit of realism or balance. It just means that the game WILL sometimes fail a reality-check or a balance-check, because they decided it's less important than having other flaws. [/QUOTE]
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