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Removing the bonus action - analysis
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<blockquote data-quote="Kryx" data-source="post: 7129555" data-attributes="member: 6670944"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6795723" target="_blank">JValeur</a></u></strong></em> thanks so much for making this post, the analysis, and the attached document. I made a similar post on giantitp: <a href="http://www.giantitp.com/forums/showthread.php?525771-Mearls-Bonus-Action-Removal" target="_blank">Mearls' Bonus Action Removal</a>.</p><p></p><p>Your analysis is great and your perspective on balance seems on point. Some of the changes directly touch the balance of the game and it's nice to see the balance impact which isn't really a problem as many of them are on weaker options to begin with.</p><p></p><p>Some suggested changes:</p><ul> <li data-xf-list-type="ul">Eagle Barbarian you remove "action" from "Dash action". You keep it for the monk, ranger, and rogue. This should probably be consistent.</li> <li data-xf-list-type="ul">Second wind doesn't need to add "Once on your turn" as you point out it is limited to once per short rest.</li> <li data-xf-list-type="ul">Vow of Enmity follows the same logic as Second wind - the extra wording of "Once on your turn" is unnecessary</li> <li data-xf-list-type="ul">Mage Hand Legerdemain does not have similar wording as Fast Hands. For consistency: "You get more options to choose from with your Cunning Action Feature. Instead of taking a Dash, Disengage, or Hide aciton, you can use your Cunning Action to control the hand."</li> <li data-xf-list-type="ul">"You can’t perform more of the same Actions on your turn (except when using Action Surge)." is probably a bad rule. Rogue/Monk can no longer double dash. If you're worried about too much Dashing it's probably best to limit Dash to twice per turn.</li> </ul><p></p><p>A missed scenarion: "the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both". Possibly these type of abilities could just stop reactions since bonus actions wouldn't exist, but it is a slight nerf.</p><p></p><p>I do wonder if there is a better solution for spells. "None" might be worse than a bonus action as inherently bonus action follows the same rules as other actions (Action, reaction) in that you only have 1. None doesn't have that implication besides the rules. I'd like to see a better option here if possible.</p><p></p><p>The rest I'm fully in favor of and have started making changes to my various class reworks.</p></blockquote><p></p>
[QUOTE="Kryx, post: 7129555, member: 6670944"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6795723"]JValeur[/URL][/U][/B][/I] thanks so much for making this post, the analysis, and the attached document. I made a similar post on giantitp: [URL="http://www.giantitp.com/forums/showthread.php?525771-Mearls-Bonus-Action-Removal"]Mearls' Bonus Action Removal[/URL]. Your analysis is great and your perspective on balance seems on point. Some of the changes directly touch the balance of the game and it's nice to see the balance impact which isn't really a problem as many of them are on weaker options to begin with. Some suggested changes: [LIST] [*]Eagle Barbarian you remove "action" from "Dash action". You keep it for the monk, ranger, and rogue. This should probably be consistent. [*]Second wind doesn't need to add "Once on your turn" as you point out it is limited to once per short rest. [*]Vow of Enmity follows the same logic as Second wind - the extra wording of "Once on your turn" is unnecessary [*]Mage Hand Legerdemain does not have similar wording as Fast Hands. For consistency: "You get more options to choose from with your Cunning Action Feature. Instead of taking a Dash, Disengage, or Hide aciton, you can use your Cunning Action to control the hand." [*]"You can’t perform more of the same Actions on your turn (except when using Action Surge)." is probably a bad rule. Rogue/Monk can no longer double dash. If you're worried about too much Dashing it's probably best to limit Dash to twice per turn. [/LIST] A missed scenarion: "the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both". Possibly these type of abilities could just stop reactions since bonus actions wouldn't exist, but it is a slight nerf. I do wonder if there is a better solution for spells. "None" might be worse than a bonus action as inherently bonus action follows the same rules as other actions (Action, reaction) in that you only have 1. None doesn't have that implication besides the rules. I'd like to see a better option here if possible. The rest I'm fully in favor of and have started making changes to my various class reworks. [/QUOTE]
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