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General Tabletop Discussion
*Dungeons & Dragons
The Economy of Actions in 5e
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<blockquote data-quote="Crazy Jerome" data-source="post: 5882089" data-attributes="member: 54877"><p>That's pretty much my preference, as I've listed it here before, but simplified further: You get two actions per round. You can't do the same action twice (not even at a penalty). If you want to have opportunity possibilities, you can save one of those actions. There are a few things that are "free"--short speech being the prime example.</p><p> </p><p>This neatly avoids the issue that AeroDM raised of development action creep, because there is no separate list of actions to creep. Moreover, it flips the issue, in that having a set of equal actions to pick from, but getting two, will produce some interesting decisions that don't happen as easily with the hierarchies. I've noticed that people nearly always have a main action in mind, but the secondary one is the one that causes the most worry.</p><p> </p><p>90%+ of the time, that will cover what players want their characters to do, in a reasonably fair manner. I'm not at all sure that the remaining bits are worth the hassle to enable them, except in options. Preferably, these options would be usable separately, so that if people have that one thing they really want, they can turn it on and ignore the rest. Two actions per round also provides all kinds of design room for interesting options, such as requiring a separate cast and target action for spells, thus making offensive spell casting more difficult.</p><p> </p><p>Almost as good would be one action per round, but movement is free. You move and do whatever else you want to do. Any hero worth their salt would be able to move while doing other things, and this recognizes it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5882089, member: 54877"] That's pretty much my preference, as I've listed it here before, but simplified further: You get two actions per round. You can't do the same action twice (not even at a penalty). If you want to have opportunity possibilities, you can save one of those actions. There are a few things that are "free"--short speech being the prime example. This neatly avoids the issue that AeroDM raised of development action creep, because there is no separate list of actions to creep. Moreover, it flips the issue, in that having a set of equal actions to pick from, but getting two, will produce some interesting decisions that don't happen as easily with the hierarchies. I've noticed that people nearly always have a main action in mind, but the secondary one is the one that causes the most worry. 90%+ of the time, that will cover what players want their characters to do, in a reasonably fair manner. I'm not at all sure that the remaining bits are worth the hassle to enable them, except in options. Preferably, these options would be usable separately, so that if people have that one thing they really want, they can turn it on and ignore the rest. Two actions per round also provides all kinds of design room for interesting options, such as requiring a separate cast and target action for spells, thus making offensive spell casting more difficult. Almost as good would be one action per round, but movement is free. You move and do whatever else you want to do. Any hero worth their salt would be able to move while doing other things, and this recognizes it. [/QUOTE]
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The Economy of Actions in 5e
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