EzekielRaiden
Follower of the Way
I dunno about that. Action Surge is pretty huge, especially outside of combat. There may be times where it's the difference between life and death, for one character to take two actions in six seconds.
Okay, initially I did a double-take here, but on re-reading the rules, you are correct--Action Surge, technically speaking, does not explicitly state that it can only be used in combat. It does, however, say "on your turn." "Turns" are explicitly defined as being part of combat--I have not been able to find a reference to non-combat "turns" in the PHB. This is something I'd consider a pretty severely grey area--I, personally, wouldn't say anything that modifies a turn's nature* could be used outside of combat, generally speaking, unless the book explicitly said it could be.
Edit:
Just to add some...spice to the conversation, in the "Adventuring" chapter (p. 181) it explicitly talks about the units of time outside of combat (minutes, hours, days) and then makes explicit note that there is a different time-scale used for "combat and other fast-paced situations," which is rounds (6 seconds each). Turns are not mentioned at all. It is only on page 189, the "Combat" chapter, where the concept of the "Turn" is first defined. It seems pretty clear to me that Action Surge was not meant to be used outside of "combat and other fast-paced situations." Certainly not tasks that take longer than a round (6 seconds, as noted) to complete. Especially because it is only within the "turn" that it means anything at all to "take one action," let alone take "one additional action," which is what Action Surge actually does.
I'm not sure that most out-of-combat utility--with the exception of spells, naturally--is even given defined status as "an action" or not, which would seem to preclude such things from being "an action you could take."
Edit II: Action Surge explicitly modifies how a turn works, rather than saying a particular thing you DO with a turn. It's sort of analogous to the "bag of rats" thing from 4e: certain powers are acceptable for out-of-combat use, e.g. Burning Spray used to set a patch of oil on fire, while others are not acceptable, such as a power that heals you for X amount for hitting a creature. In this case, Action Surge seems inappropriate for out-of-combat use both from fluff and crunch: the crunch modifies the nature of a turn rather than the nature of things your character can do, and the fluff is pretty clear that it's a purely physical, and very brief, thing ("you can push yourself beyond your normal limits for a moment") rather than a "you can do two things simultaneously regardless of their complexity or duration."
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