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General Tabletop Discussion
*Dungeons & Dragons
The Economy of Actions in 5e
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<blockquote data-quote="KidSnide" data-source="post: 5882114" data-attributes="member: 54710"><p>I'm a big fan of fewer actions. As a player, I like having minor actions -- it creates a more complicated and interesting resource management problem. </p><p></p><p>But the benefit isn't worth the cost. Although I enjoy spending <em>my</em> minor action in combat, I don't enjoy waiting for everyone else to micro-optimize their minor actions (and I don't expect they enjoy the time I spend on it either). I like hearing what other PCs do, <u>but only when those actions matter</u>. With the exception of minor action heals, low cut, and the occasional super-good utility power, minor actions tend to be -- well "minor". Combat should focus on big actions that push the combat narrative forward and should minimize time spend on fiddly details.</p><p></p><p>Fiddly details are a problem because they take up time, but they are also a problem because they take up attention. Players can only pay attention to so many things at once. The more rules there are that require attention, the less attention can be paid to creative thinking and good narrative descriptions of what the characters are doing. I value those aspects of combat and detailed action management make them harder.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5882114, member: 54710"] I'm a big fan of fewer actions. As a player, I like having minor actions -- it creates a more complicated and interesting resource management problem. But the benefit isn't worth the cost. Although I enjoy spending [i]my[/i] minor action in combat, I don't enjoy waiting for everyone else to micro-optimize their minor actions (and I don't expect they enjoy the time I spend on it either). I like hearing what other PCs do, [u]but only when those actions matter[/u]. With the exception of minor action heals, low cut, and the occasional super-good utility power, minor actions tend to be -- well "minor". Combat should focus on big actions that push the combat narrative forward and should minimize time spend on fiddly details. Fiddly details are a problem because they take up time, but they are also a problem because they take up attention. Players can only pay attention to so many things at once. The more rules there are that require attention, the less attention can be paid to creative thinking and good narrative descriptions of what the characters are doing. I value those aspects of combat and detailed action management make them harder. -KS [/QUOTE]
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The Economy of Actions in 5e
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