No i don't have a problem with that. It reminds me of AD&D actually where you could move up to your movement rate and take a single action. There was even 1 free attack / round that weren't called Opportunity Attack until 2E Player's Options book came out. Free item interaction were also sorta baked in what you could also do on your turn.
The only real addition is the use of bonus action and reactions for other things than Opportunity Attacks. I think they're nice way to give creatures more stuff they can do.
I love the turn mechanics, though it would have cleared up some confusion if they had somehow found intuitive and separate names for "an attack" versus "the attack action." Trips a lot of folks up.
Actually I'm sleepy enough that I thought you were talking about the Turn Undead mechanics at first. If that's the case, you've got me curious enough to dig out my old books to see how turning worked back in the day :)
I've got confused in thinking of turns as being synonymous with rounds and misunderstanding comments of lots of turns passing (not realising that the ref was to the turns of several creatures/characters) with the effect that I thought that these turns would have taken a similar number of rounds.
The one thing I miss is being able to delay your turn in the initiative order.
For real. I'm still not entirely sure I understand why they got rid of this. it seems to me if you're the one with better reflexes and luck (better initiative result) you'd be able to time your actions better. So if you wanted to delay your turn you should be able to.
Is there any good homebrew or optional rules that allow this? Hmm.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I could imagine a DM who allow players to: 1) all roll initiatives first, then 2) allow any player to lower their initiative, before 3) revealing the enemy initiatives. Combat then begins with no further adjustments to turn order.
For real. I'm still not entirely sure I understand why they got rid of this. it seems to me if you're the one with better reflexes and luck (better initiative result) you'd be able to time your actions better. So if you wanted to delay your turn you should be able to.
Is there any good homebrew or optional rules that allow this? Hmm.
The main reason given is that it slows down and confuses combat to have PCs change the initiative order from round to round. I could see something along the lines of what PeteInCary suggested be a workable fix.
Another point to consider is that if you allow the PCs to delay/pick an order you could easily end up in a situation where two or more PCs develop a combo(order that they end up using pretty much every battle doing the exact same things every time and that, IMO at least, gets pretty boring.
I kind of miss the longer casting times in 1e. They were a pain to keep track of, but they really helped balance out casters. They had to spend, often, longer than a round to cast a spell, so there was time to interrupt them and they had to be more careful with where they were standing and how safe they were likely to be for that extended time. Granted, tracking it was a pain, and I don’t want to go back to it, but I do miss how it toned them down a bit.
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Do any old schoolers have problems with how turns work now vs how they worked in previous editions?
No i don't have a problem with that. It reminds me of AD&D actually where you could move up to your movement rate and take a single action. There was even 1 free attack / round that weren't called Opportunity Attack until 2E Player's Options book came out. Free item interaction were also sorta baked in what you could also do on your turn.
The only real addition is the use of bonus action and reactions for other things than Opportunity Attacks. I think they're nice way to give creatures more stuff they can do.
I love the turn mechanics, though it would have cleared up some confusion if they had somehow found intuitive and separate names for "an attack" versus "the attack action." Trips a lot of folks up.
Actually I'm sleepy enough that I thought you were talking about the Turn Undead mechanics at first. If that's the case, you've got me curious enough to dig out my old books to see how turning worked back in the day :)
In older editions turn was the term used for 10 rounds or one minute.
The one thing I miss is being able to delay your turn in the initiative order.
I totally understand why they changed that rule, but there are times I just want to wait to take my full turn rather than preparing an action.
I've got confused in thinking of turns as being synonymous with rounds and misunderstanding comments of lots of turns passing (not realising that the ref was to the turns of several creatures/characters) with the effect that I thought that these turns would have taken a similar number of rounds.
For real. I'm still not entirely sure I understand why they got rid of this. it seems to me if you're the one with better reflexes and luck (better initiative result) you'd be able to time your actions better. So if you wanted to delay your turn you should be able to.
Is there any good homebrew or optional rules that allow this? Hmm.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I could imagine a DM who allow players to: 1) all roll initiatives first, then 2) allow any player to lower their initiative, before 3) revealing the enemy initiatives. Combat then begins with no further adjustments to turn order.
The main reason given is that it slows down and confuses combat to have PCs change the initiative order from round to round. I could see something along the lines of what PeteInCary suggested be a workable fix.
Another point to consider is that if you allow the PCs to delay/pick an order you could easily end up in a situation where two or more PCs develop a combo(order that they end up using pretty much every battle doing the exact same things every time and that, IMO at least, gets pretty boring.
I kind of miss the longer casting times in 1e. They were a pain to keep track of, but they really helped balance out casters. They had to spend, often, longer than a round to cast a spell, so there was time to interrupt them and they had to be more careful with where they were standing and how safe they were likely to be for that extended time.
Granted, tracking it was a pain, and I don’t want to go back to it, but I do miss how it toned them down a bit.