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Standard/Move/Minor?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5780754" data-attributes="member: 882"><p>I'm fairly sure that if you give multiple actions per person's turn, the game slows down in some exponential fashion. If you get to do one thing on your turn, you choose the most immediate thing you have to do (sometimes you quibble about what's best, or whether to take a risk). If you get two things, especially when they are functionally different things, you have to consider not only what you do for each thing, but in what order you do the things. Three things of three different classes and the ordering becomes much more complicated (who hasn't, in the middle of the turn, declared that they meant to use their minor action to get some bonus before making the attack?).</p><p></p><p>Taken to the extreme, if you had three rounds of S/M/m to decide at once (and so did everybody else) then you'd spend way too much time planning. However, the other extreme of one action of some kind per turn leaves people unhappy that they waste their turn doing something minor. I would make almost all minor things free actions (and avoid having a load of powers that can be activated for small benefits for free actions), but have major movement and attacks as real actions. Do you want to attack or move (or charge you lucky thing)?</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5780754, member: 882"] I'm fairly sure that if you give multiple actions per person's turn, the game slows down in some exponential fashion. If you get to do one thing on your turn, you choose the most immediate thing you have to do (sometimes you quibble about what's best, or whether to take a risk). If you get two things, especially when they are functionally different things, you have to consider not only what you do for each thing, but in what order you do the things. Three things of three different classes and the ordering becomes much more complicated (who hasn't, in the middle of the turn, declared that they meant to use their minor action to get some bonus before making the attack?). Taken to the extreme, if you had three rounds of S/M/m to decide at once (and so did everybody else) then you'd spend way too much time planning. However, the other extreme of one action of some kind per turn leaves people unhappy that they waste their turn doing something minor. I would make almost all minor things free actions (and avoid having a load of powers that can be activated for small benefits for free actions), but have major movement and attacks as real actions. Do you want to attack or move (or charge you lucky thing)? [/QUOTE]
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