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Removing the bonus action - analysis
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<blockquote data-quote="Irda Ranger" data-source="post: 7129381" data-attributes="member: 1003"><p>I just wrapped up running Curse of Strahd for a lot of new players, and Bonus Actions did confuse the ones who weren't as adept at picking up the rules. I understand Mearls' desire to get rid of them. I can also see how to get rid of them in a lot of places, but not all.</p><p></p><p><strong><em>Easy Class Abilities </em></strong></p><p></p><p>Some things can be rolled into another action. I made a list of the classes that get BA's and what they do, and a lot of them can be rolled into "When you make an Attack action you can also blah blah blah." For instance, the Barbarian could enter a rage any time they make an Attack action or do another action in combat that requires a Strength check (such as shoving or grappling). Or a Monk just gets one free martial arts attack when using the Attack action. Ranger gets an extra shot if he meets the Horde Breaker requirements. Pretty simple.</p><p></p><p>The Sorcerer's Flexible Casting can be rolled up into the Cast a Spell action with no real harm.</p><p></p><p><strong><em>Two-Weapon Fighting</em></strong></p><p></p><p>Two-Weapon Fighting could be made simpler in a number of ways. "When you have a Light Weapon in each hand you get one Extra Attack per round (this stacks with your other sources of Extra Attack). You can divide your attacks among your two weapons as you see fit, but at least one attack per round must be with your off hand."</p><p></p><p><strong><em>Spellcasting</em></strong></p><p></p><p>The general rule is that spellcasting changes from specifying the Casting Time to specifying an Action Type. Most spells use the "Cast a Spell" action. However others may specify "Move Action" or "Attack Action". The rule is that when you do this other action you may also choose to expend a spell slot to get the spell's benefit.</p><p></p><p>Spells like Magic Weapon, Shillelagh, Flame Blade, the Smites, and Swift Quiver can be rolled into an Attack action. The new spell description says "If you have this spell prepared when you make an attack action you can expend a spell slot to make the following stuff happen".</p><p></p><p>Misty Step and Expeditious Retreat could be rolled into "1 move action". Sanctuary and Shield of Faith could be rolled into Attack, Dash, Dodge, or Disengage.</p><p></p><p>The only spell that's not really obvious is Healing Word and Mass Healing Word. I honestly might specify this as "Any".</p><p></p><p>There's also a number of spells that use a Bonus Action not when you're casting them, but when you change or redirect them during their duration. Animate Dead, Animate Objects, Arcane Hand, Arcane Sword, Create Undead, and Dancing Lights are the spells that do this. I think it's okay for most of these to just change those to Free actions.</p><p></p><p><em><strong>Stacking</strong></em></p><p></p><p>The only "stacking" problems are with Monk and Rogue, IMO. Cunning Action and a lot of the Ki powers rely on the Bonus Action economy to prevent you from doing everything in 1 round. </p><p></p><p>For Cunning Action, you just get 1 per round, max. That's the same as before.</p><p></p><p>For Ki powers, I think Ki powers should have Action Types associated with them (like Move or Attack), and you can only apply one Ki power to each action type.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7129381, member: 1003"] I just wrapped up running Curse of Strahd for a lot of new players, and Bonus Actions did confuse the ones who weren't as adept at picking up the rules. I understand Mearls' desire to get rid of them. I can also see how to get rid of them in a lot of places, but not all. [B][I]Easy Class Abilities [/I][/B] Some things can be rolled into another action. I made a list of the classes that get BA's and what they do, and a lot of them can be rolled into "When you make an Attack action you can also blah blah blah." For instance, the Barbarian could enter a rage any time they make an Attack action or do another action in combat that requires a Strength check (such as shoving or grappling). Or a Monk just gets one free martial arts attack when using the Attack action. Ranger gets an extra shot if he meets the Horde Breaker requirements. Pretty simple. The Sorcerer's Flexible Casting can be rolled up into the Cast a Spell action with no real harm. [B][I]Two-Weapon Fighting[/I][/B] Two-Weapon Fighting could be made simpler in a number of ways. "When you have a Light Weapon in each hand you get one Extra Attack per round (this stacks with your other sources of Extra Attack). You can divide your attacks among your two weapons as you see fit, but at least one attack per round must be with your off hand." [B][I]Spellcasting[/I][/B] The general rule is that spellcasting changes from specifying the Casting Time to specifying an Action Type. Most spells use the "Cast a Spell" action. However others may specify "Move Action" or "Attack Action". The rule is that when you do this other action you may also choose to expend a spell slot to get the spell's benefit. Spells like Magic Weapon, Shillelagh, Flame Blade, the Smites, and Swift Quiver can be rolled into an Attack action. The new spell description says "If you have this spell prepared when you make an attack action you can expend a spell slot to make the following stuff happen". Misty Step and Expeditious Retreat could be rolled into "1 move action". Sanctuary and Shield of Faith could be rolled into Attack, Dash, Dodge, or Disengage. The only spell that's not really obvious is Healing Word and Mass Healing Word. I honestly might specify this as "Any". There's also a number of spells that use a Bonus Action not when you're casting them, but when you change or redirect them during their duration. Animate Dead, Animate Objects, Arcane Hand, Arcane Sword, Create Undead, and Dancing Lights are the spells that do this. I think it's okay for most of these to just change those to Free actions. [I][B]Stacking[/B][/I] The only "stacking" problems are with Monk and Rogue, IMO. Cunning Action and a lot of the Ki powers rely on the Bonus Action economy to prevent you from doing everything in 1 round. For Cunning Action, you just get 1 per round, max. That's the same as before. For Ki powers, I think Ki powers should have Action Types associated with them (like Move or Attack), and you can only apply one Ki power to each action type. [/QUOTE]
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