D&D 5E [Ro3 4/24/2012] The Action Economy of D&D Next

Do you like this action system?

  • I like it / step in the right direction

    Votes: 53 51.5%
  • I dislike it / step in the wrong direction

    Votes: 38 36.9%
  • Other

    Votes: 12 11.7%

They're making it quite clear that the base game is going to be a rules light game with GM fiat being very, very important.

You get to move and do something significant each round. That is it.

And it will be up to the GM whether you can do all those things that used to be minor actions. While most GMs will probably allow you to draw a weapon for free some will allow you to sheathe a weapon, draw and crank the crossbow for free and others will make it take an entire action.

Some of this will obviously change with rules modules.

To me personally the base game isn't going to be very interesting. There are lots of other rules light games out there that better fit my tastes. As a huge example, if I'm going rules light then I don't want classes to get in my way.
 

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If the DM now really has the empowerment to tell his players that 'no, you can't drink more than one potion in your turn', even if the action to do so was categorized as 'Free'... then you no longer need the Minor action. It's a matter of giving DMs the benefit of the doubt and the empowerment that they can run their game using common sense.

Sure... that is asking A LOT for many DMs... many for whom common sense isn't actually all that common... but it does make the game simpler and faster. Which in the end is a good thing for many tables (even if one or two of them go careening out of control by power players trying to get away with 57 actions a turn because they claim the actions are 'Free', and thus should be allowed.)

It's possible to teach common sense, sometimes. All they need here is a section explaining to this "lacking common sense" DM that if he is not comfortable making such rulings, limit each character to two or three "free" actions per round. Pick one and go with it. After doing that awhile, make exceptions when it sounds rights. Pretty soon, the DM is a pro. :cool:
 


They're making it quite clear that the base game is going to be a rules light game with GM fiat being very, very important.

The thing is, rules light does not imply GM fiat being very important.

Rules light games often have quite specific and precise mechanics, they are just very dissociated and generic, and can be used to describe many kinds of interactions.
 


Mandating only being able to attack and then move will absolutely destroy the ability to combat in melee. So I honestly don't think that's how it's going to work, it would just be moronic.

Also: I like minor/swift actions, so I'd be really sad if they are gone. They're a great way to "do a little something extra" on your turn.
 



Trevor just posted on Twitter that it is move and then action or action and then move.

Everyone breathe.

Thaumaturge.

Beat me to it. I'm @ongoingdamage on twitter and asked

you:


Wizards_DnD Wizards_DnD
@ongoingdamage I'll do that for you - attack and then move isn't saying you can't also move and attack. You can move then attack.
Apr 24, 9:04 AM via HootSuite
In reply to…

OnGoingDamage OngoingDamage
[MENTION=17465]Wizard[/MENTION]s_DnD can we have @wotc_rodney clarify that "attack and then move" also means "move and then attack" for forum arguing sanity!
Apr 24, 8:37 AM via Twitter for iPhone
 

He also mentioned there are ways to do more than one thing in an action.

(Trevor) Like healing and attacking as part of a standard action, or doing a trick or something while you move #dndnext

Thaumaturge.
 
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