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| #1LawolfJul 17, 2014 8:58:24 | One thing I did not like about 4e was how the key to combat optimization was making sure you used all your actions for attacks. You would get a few minor action attacks, a few immediate action attacks, and a few ways to trigger opportunity attacks.
This lead to two major problems. One, it made combat take longer. Instead of your damage coming from a single roll, you had to resolve 3-4 different attacks every round. This added up to quite a bit of time at the table. Two, it made classes that lacked such abilities "sub par". The essentials thief, slayer, and knight were all great classes when compared to just the PHB1. But compared to AEDU classes with access to a variety of minor and interrupt attacks, they simply could not keep up damage wise.
Well, I am worried we will have a repeat of this same 4e problem in 5e. I was hoping that bonus and reaction attacks would either be rare, or nonexistent. But when I looked over the classes, spells, and feats, there were simply too many ways to gain bonus and reaction attacks. I'm hoping many of these features don't make it into the final version of the game, but the fact that the 4 basic classes we have are all identical to the alpha documents gives me some serious doubts. |
| #2spelleyJul 17, 2014 9:31:30 |
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| #3Mephi1234Jul 17, 2014 9:47:51 |
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| #4SynricJul 17, 2014 9:57:59 | Considering you only get one reaction and one bonus action per round, period... I don't see how this is a problem. |
| #5spelleyJul 17, 2014 10:04:30 |
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| #6LawolfJul 17, 2014 10:34:37 |
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| #7SynricJul 17, 2014 10:38:34 |
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| #8souldoubtJul 17, 2014 10:44:48 |
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| (Reply to #6)1eejit |
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| #10Mephi1234Jul 17, 2014 11:26:51 |
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| #11RastapopoulosJul 17, 2014 12:10:58 |
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| #12LawolfJul 17, 2014 12:16:47 | I was honestly hoping that bonus actions could never be used to attack, no spell would grant extra attacks (like haste), and that reactions would be limited to opportunity attacks.
From the alpha document, it looks even worse than things were in the playtest. I was hoping these issues would have been resolved between the playtest and the alpha doc, not get worse. |
| #13Mephi1234Jul 17, 2014 14:00:03 |
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| #14SaelornJul 17, 2014 14:05:47 |
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| #15LawolfJul 17, 2014 14:06:07 |
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| #16Sword_of_SpiritJul 17, 2014 14:55:12 |
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| #17spelleyJul 17, 2014 17:12:17 | The number of things that provide Bonus Actions are minimal and either are resource based (spells, action surge), balanced against similar options (two weapon fighting) or are restricted in how they can be used (cunning action). Don't see this as an issue. |
| #18LawolfJul 17, 2014 17:24:24 |
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| #19KarnosJul 17, 2014 19:02:11 | Using haste to get an extra attack is using it exactly as intended. Not an abuse. |
| #20LawolfJul 17, 2014 21:07:02 |
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| #21SaelornJul 17, 2014 21:44:54 |
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| #22LawolfJul 17, 2014 21:52:37 |
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| #23Mephi1234Jul 18, 2014 4:09:37 |
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| #24RastapopoulosJul 18, 2014 8:50:36 |
The idea of bonus actions as a "limiting" factor I'm OK with. But only to be used for those eventual things that could "stack" and cause balance issues, which shoudn't be many.
The problem I see is that they're investing heavily in the bonus action feature, as an assumed part of combat, that characters will use very often with lots of different abilities. Which leads back to the Action Economy if you want to play your character "efficiently".
So far it's still less complex than the 3e/4e action economy, yes, but I would still rather see a simpler overall structure based on Move + Action, end of story.
"Bonus Action" should be something like a tag that a few stuff have (like attacks of opportunity) just to mention you can't do more than one of those in a round. It shouldn't be an assumed part of your actions in a round where you have several abilities in the game to fill that space in the combat round, like the rogue's Cunning Action and whatnot...
It creates a needless complexity at the base of the combat structure that inevitably leads to an Action Economy.
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| #25LawolfJul 18, 2014 9:02:58 |
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| #26souldoubtJul 18, 2014 10:37:42 | Haste is balanced by the following factors:
- Concentration
- The buffed character loses a turn when the spell ends -- such as if the caster's Concentration is interrupted
This means that casting haste comes with an inherent risk, in addition to requiring the expenditure of multiple resources (a spell slot and Concentration). |
| #27SaelornJul 18, 2014 10:44:34 |
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| #28KarnosJul 18, 2014 10:58:35 |
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| #29LawolfJul 18, 2014 11:10:35 |
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| #30viper5Jul 18, 2014 11:38:09 |
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| #31KarnosJul 18, 2014 12:07:18 |
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| #32ClockworkNecktieJul 18, 2014 12:07:35 | I don't think the slowness in the 4e action economy was due to the number of actions everyone got. I think it was due to option paralysis. You could have a half-dozen minor actions to choose from each round, and you'd feel dumb if you didn't use one. Even if we take a high-level character with lots of the playtest feats that grant bonus actions or reactions, I don't see that as a problem here: for example, if a fighter has a Riposte ability that lets them counterattack as a reaction when an opponent misses them, the only real decision they have to make is, "Do I counterattack now or reserve my reaction to use as an opportunity attack?" Since 90% of the time you'd be better of attacking now than waiting for the off-chance somebody else will trigger an OA, it should be a quick and easy choice.
Bonus actions are more common thanks to swift spells and dual wielding and Cunning Action, but even there I don't see a huge problem. If we take the corner case of a multiclass rogue/cleric who dual wields, that character will have to choose between a few bonus actions each turn (heal, offhand attack, cunning action) - but in any earlier version of the playtest, they'd just be doing ALL those things almost every turn, which seems like it'd take even more time.
Obviously this is something they could screw up. Bring out a splatbook with 400 bonus-action feats and you have a potential issue. But I don't see a major problem with the basic setup or execution so far. |
| #33LawolfJul 18, 2014 12:10:45 |
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| #341eejitJul 18, 2014 12:21:41 | What's the point in bonus action existing if there aren't ways of using it? |
| #35KarnosJul 18, 2014 12:30:02 |
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| #36Mephi1234Jul 18, 2014 12:32:02 |
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| #37LawolfJul 18, 2014 12:35:06 |
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| #38LawolfJul 18, 2014 12:39:02 |
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| #39Mephi1234Jul 18, 2014 13:45:56 |
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| #40RastapopoulosJul 18, 2014 13:50:24 |
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| #41LawolfJul 18, 2014 14:05:50 |
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| #42SaelornJul 18, 2014 14:21:26 |
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| #43ChrisCarlsonJul 18, 2014 14:24:50 |
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| #44Mephi1234Jul 18, 2014 16:06:07 |
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| #45LawolfJul 18, 2014 16:08:54 |
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| #46PsikerlordJul 18, 2014 17:02:52 |
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| #47RastapopoulosJul 18, 2014 18:20:06 |
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| #48LawolfJul 18, 2014 18:56:34 |
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| (Reply to #45)grendel111111 |
But you only need to decide your bonus action after you see if the first strike hits. If it hits a second attack will only add 1d6 damage and you are better off hiding again rather than doing a small amount of extra damage. If the first attack missed then you can choose if you go for the second attack to get your bonus damage, or if you rolled high on your attack and still missed then you may decide disengaging is still the best course of action
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| #50ClockworkNecktieJul 18, 2014 21:07:55 | One thing to keep in mind is that bonus actions are a RESTRICTION from what was in the playtest, not an expansion. Most of the things that are currently listed as bonus actions were previously free or "part of another action." Reactions, too, are more restricted than 4e, where if memory serves you got one reaction per round plus one OA per TURN.
In addition, most of the bonus actions so far have a cost to them. Spells cost a spell slot, dual wielding requires you to use crappier weapons, etc. Cunning Action is basically free, but it is carefully restricted in what you can do - and it's tied to a class without much mechanical complexity to it, unlike spellcasters or even weaponmaster fighters, so it's less likely to slow the game too much. Even in the worst-case scenario if they add a bunch of feats with new bonus actions, that's two points you're not putting into Strength or Con or whatever.
Can they still screw it up? Sure. But they can add overpowered feats and classes in a bunch of different ways. |
| #51ClockworkNecktieJul 18, 2014 21:13:56 | Also, the dual wielding thing makes sense to me. Without the conflict between TWF and Cunning Action, there would be almost no reason for a rogue not to wield two weapons. Forcing this tradeoff means the rogue has to make a tactical choice each round whether to play aggressively (dual-wielding for a much better chance to land a sneak attack) or defensively (cunning action to avoid opportunity attacks and/or hit and run safely). |
| (Reply to #51)Ashrym |
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| #53SaelornJul 18, 2014 22:10:57 |
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| #54Mephi1234Jul 19, 2014 7:27:41 |
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| #55RastapopoulosJul 19, 2014 7:44:55 |
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| #56Mephi1234Jul 19, 2014 8:37:42 |
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| #57RastapopoulosJul 20, 2014 20:48:32 |
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