Originally Posted by Sordak
Tomice this is not a question of Larian but a queston of WOTC.

THEY had to make those options good btu they didnt.

Larian turning them into minor actions is exactly that, buffing them

I honestly do not understand the argument that these actions are TERRIBLE in DnD and thus should also be terrible in a video game.
no. a fighter should not only hit people with his sword while a wizard does 36 different spells.
This is exactly what is the problem with class imbalance in DnD

And exactly, maneuvers, the thing any melee class should have but dont.
a fighter should indeed probably do a lot with his weapons.
but looking at any HEMA tournaments, i guess shoving and grappling are probably just as important.

and thats just from a "Realism" standpoint which i dont agree with to begin with


I'm very open regarding buffs for underused actions, stuff that sounds good on paper but rarely matters.

But what Larian did here results in fundamental changes to the action economy.
It means that a lot of classes that had special uses for their bonus actions need to be completely rebalanced.
It means several spells & abilities need to be rethought, because the action economy is different and the availablility of bonus actions is different.
It means dual wielding will be even worse, because there's more ways to use your bonus action effectively.
It opens a can of worms resulting in a cascade of departures from the underlying 5e rules. Which in turn means that we won't be able to use builds from P&P on PC (or the other way around).

It would be much safer to use movement points for some of these actions.
Shoving, disengaging, jumping or hiding could use movement points instead of a (bonus) action.


For reference, here's a list of bonus actions that would all need to be rethought or at least checked for balance again with a changed action economy:
(not mine - credit goes to Abdiel_Kavash on Reddit
https://www.reddit.com/r/dndnext/comments/2tr8a4/looking_for_master_list_of_bonus_actions/

Barbarian

Enter or end Rage - Barbarian level 1 Rage feature.

Make a melee weapon attack while raging - Barbarian/Path of the Berserker level 3 Frenzy feature.

Dash - Barbarian/Path of the Totem Warrior level 3 Eagle Totem Spirit feature.

Knock a Large or smaller creature prone when you hit it in melee - Barbarian/Path of the Totem Warrior level 14 Wolf Totemic Attunement feature.



Bard

Give Bardic Inspiration to a creature - Bard level 1 Bardic Inspiration feature.

Make a weapon attack if you use your action to cast a Bard spell - Bard/College of Valor level 14 Battle Magic feature.



Cleric

Command creatures charmed by your Charm Animals and Plants feature - Cleric/Nature level 17 Master of Nature feature.

Move your illusion - Cleric/Trickery level 2 Invoke Duplicity feature

Move all of your illusions - Cleric/Trickery level 17 Improved Duplicity feature

Make one weapon attack when you take the Attack action - Cleric/War level 1 War Priest feature.



Druid

Revert to your normal form - Druid level 2 Wild Shape feature.

Use Wild Shape - Druid/Circle of the Moon level 2 Combat Wild Shape feature.

Regain HP by expending a spell slot while transformed - Druid/Circle of the Moon level 2 Combat Wild Shape feature.



Fighter

Second Wind - regain 1d10+CL HP - Fighter level 1 feature.

Commander’s Strike - give a friend a free attack as a reaction - Fighter/Battle Master maneuver.

Feinting Attack - get advantage on the next attack roll - Fighter/Battle Master maneuver.

Rally - add temporary HP to a friend - Fighter/Battle Master maneuver.

Summon a bonded weapon - Fighter/Eldritch Knight level 3 Weapon Bond feature.

Weapon attack when you cast a cantrip as your action - Fighter/Eldritch Knight level 7 War Magic feature

Weapon attack when you cast a spell as your action - Fighter/Eldritch Knight level 18 Improved War Magic feature



Monk

Unarmed Strike when you use the Attack action with an unarmed strike or monk weapon - Monk level 1 Martial Arts feature.

Flurry of Blows, Dodge, Disengage, Dash - Monk level 2 Ki feature.

Teleport up to 60ft - Monk/Way of Shadow level 6 Shadow Step feature.

Water Whip - Monk/Way of the Four Elements discipline.



Paladin

Cast a Paladin spell with a casting time of 1 action - Paladin/Oath of the Ancients level 20 Elder Champion feature.

Vow of Enmity - advantage on attack rolls against one creature - Paladin/Oath of Vengeance level 3 Channel Divinity feature.



Ranger

Hide - as the action - Ranger level 14 Vanish feature.

Command your companion to Dash, Disengage, Dodge, or Help - Ranger/Beast Master level 7 Exceptional Training feature.



Rogue

Dash, Disengage, Hide - as the same action - Rogue level 2 Cuning Action feature.

Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, Use an Object - Rogue/Thief level 3 Fast Hands feature.

Control a Mage Hand created by the cantrip - Rogue/Arcane Trickster level 3 Mage Hand Legerdemain feature.

Distract a target with your Mage Hand - gives you advantage on attack rolls - Rogue/Arcane Trickster level 13 Versatile Trickster feature.



Sorcerer

Convert between spell slots and sorcery points - Sorcerer level 2 Flexible Casting feature.

Cast a spell with casting time of 1 action - Sorcerer Quickened Spell metamagic.

Create or dismiss dragon wings - Sorcerer/Draconic Bloodline level 14 Dragon Wings feature.

Teleport up to 20ft - Wild Magic Surge effect.



Wizard

Make an illusory object real - Wizard/Illusion level 14 Illusory Reality feature.



Feats

Make a weapon attack or shove a creature when you use the Dash action - Charger feat.

Attack with a hand crossbow when you attack with a one-handed weapon - Crossbow Master feat.

Make a melee weapon attack when you crit or reduce a creature to 0 - Great Weapon Master feat.

Melee weapon attack with the opposite end of a weapon - Polearm Master feat.

Attempt a grapple when you hit with unarmed strike or improvised weapon - Tavern Brawler feat.



Spells with a casting time of a bonus action

Banishing Smite, Blinding Smite, Branding Smite, Compelled Duel, Divine Favor, Divine Word, Ensnaring Strike, Expeditious Retreat, Flame Blade, Grasping Vine, Hail of Thorns, Healing Word, Hex, Hunter's Mark, Lightning Arrow, Magic Weapon, Mass Healing Word, Misty Step, Sanctuary, Searing Smite, Shield of Faith, Shillelagh, Spiritual Weapon, Staggering Smite, Swift Quiver, Thunderous Smite, Wrathful Smite



Spells which allow you to do something as a bonus action

Animate Dead, Animate Objects, Create Undead, Dancing Lights, Flaming Sphere, Grasping Vine, Mordenkainen’s Sword, Spiritual Weapon, Unseen Servant - command summoned creatures or objects.

Arcane Gate - rotate the gate.

Aura of Vitality - heal one creature in range for 2d6 HP.

Bigby's Hand - move the hand or crush a grappled creature.

Compulsion - command targets to move in a direction of your choice.

Expeditious Retreat - Dash, as the action.

Flame Blade - resummon the blade if you dropped it.

Gust of Wind - change direction of the wind.

Heat Metal - cause the spell's damage again.

Hex - move the curse on another creature, if the cursed creature died.

Hunter's Mark - move the mark on another creature, if the marked creature died.

Mislead - switch between using your senses or those of your illusion.

Swift Quiver - make two attacks which use ammunition.



Other

Attack with an off-hand weapon - Two-weapon fighting.


Last edited by Tomice; 01/03/20 08:11 PM.