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General Tabletop Discussion
*Dungeons & Dragons
The Economy of Actions in 5e
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<blockquote data-quote="steeldragons" data-source="post: 5881621" data-attributes="member: 92511"><p>Personally, for the base game, I would like to see the "Economy of Actions" greatly simplified, if not done away with. I have only the most cursory understanding of how they are used in current iterations, so take what I say below with so many grains of salt. I don't use them, so I don't really need to be collected.</p><p></p><p>For those that want to use the Full/Standard/Move/Minor/Free hullabaloo, that's in/should go in the optional Tacitcal Play Module. Add as desired. But no reason it has to be in the simple base game.</p><p></p><p>Full v. Standard Actions is just so much fiddly bits to me. If the standard unit of combat is the Round, then why is the Standard Action not the Full Round action? This is what you can normally do...but these things over here (Full Rounds) are things that you can do that take longer?</p><p></p><p>"Minor Actions" being added to Standard Actions...I don't really know. I'm sure, in the tactical game of Mini's & Mats these are important or useful. In the TotM, not so much. You want to attack and then swig a potion (assuming you kill what you attacked) fine. Go ahead.</p><p></p><p>Free Actions...fine set up a little list of things (a LITTLE list) that you can do within the round and still be able to attack/that take next to no time. </p><p></p><p>Move action...again, in a tactical game, I'm sure this is really important. In the base game, something like this should suffice:</p><p style="margin-left: 20px">Movement in Combat: You can move up to your full movement rate per round. If you are attacking, you may move up to half your normal distance. The other half being used up in your motions/movements of attacking/trading blows/casting/etc. Any attempts at Stealth movement during a combat round are limited to half their normal distance -as you are are trying to be careful to go unnoticed (<em>see Stealth skill/Rogue Abilities/what have you</em>).</p> <p style="margin-left: 20px"></p><p>Move then attack, attack and then move (so you're in position to attack the next guy in your following turn/round), move-attack-move s'more/the rest of your allowed distance...that's really all you need in D&D combat. A whole separate "Move Action" to keep track of on your turn or to interrupt the combat when all you want to do is "cast X and move Z feet" or "charge Y feet, swing, then move your Z remaining feet to swing at this other guy next round" really isn't, to my mind, necessary.</p><p></p><p>So, yeah. For my two coppers, no "Economy of Actions" for the basic game. Add-on module for as many/much detail and fiddly action bits as you want? No problem. </p><p></p><p>--Steel "hoh-ha-ha, thwing, dodge, parry, repothte, turn, thrust, twitht, *sproing!* Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5881621, member: 92511"] Personally, for the base game, I would like to see the "Economy of Actions" greatly simplified, if not done away with. I have only the most cursory understanding of how they are used in current iterations, so take what I say below with so many grains of salt. I don't use them, so I don't really need to be collected. For those that want to use the Full/Standard/Move/Minor/Free hullabaloo, that's in/should go in the optional Tacitcal Play Module. Add as desired. But no reason it has to be in the simple base game. Full v. Standard Actions is just so much fiddly bits to me. If the standard unit of combat is the Round, then why is the Standard Action not the Full Round action? This is what you can normally do...but these things over here (Full Rounds) are things that you can do that take longer? "Minor Actions" being added to Standard Actions...I don't really know. I'm sure, in the tactical game of Mini's & Mats these are important or useful. In the TotM, not so much. You want to attack and then swig a potion (assuming you kill what you attacked) fine. Go ahead. Free Actions...fine set up a little list of things (a LITTLE list) that you can do within the round and still be able to attack/that take next to no time. Move action...again, in a tactical game, I'm sure this is really important. In the base game, something like this should suffice: [INDENT]Movement in Combat: You can move up to your full movement rate per round. If you are attacking, you may move up to half your normal distance. The other half being used up in your motions/movements of attacking/trading blows/casting/etc. Any attempts at Stealth movement during a combat round are limited to half their normal distance -as you are are trying to be careful to go unnoticed ([I]see Stealth skill/Rogue Abilities/what have you[/I]). [/INDENT] Move then attack, attack and then move (so you're in position to attack the next guy in your following turn/round), move-attack-move s'more/the rest of your allowed distance...that's really all you need in D&D combat. A whole separate "Move Action" to keep track of on your turn or to interrupt the combat when all you want to do is "cast X and move Z feet" or "charge Y feet, swing, then move your Z remaining feet to swing at this other guy next round" really isn't, to my mind, necessary. So, yeah. For my two coppers, no "Economy of Actions" for the basic game. Add-on module for as many/much detail and fiddly action bits as you want? No problem. --Steel "hoh-ha-ha, thwing, dodge, parry, repothte, turn, thrust, twitht, *sproing!* Dragons [/QUOTE]
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