TLDR:
The interface as it was shown mixes all kinds of actions in a single hotbar, even though there are three distinct groups of actions that are completely independent.
A clearer interface would not only help newcomers, but also speed up decisions. It could also potentially solve the reaction dilemma that threatens to bog down the game if done wrong._________________________________
In D&D 5e, there are 3 main types of "actions":
Normal actions (Attacking, casting a spell, drinking a potion,...)
Bonus actions (attack with an off-hand-weapon, shove someone with a shield, some spells,...)
Reactions (attack of opportunity, counterspell,...) - they often become available on an enemy turn and need to be triggered quickly!
Plus there's a pool of movement points (usually 30 feet)
Only normal actions and movement are always available, bonus actions and reactions have prerequisites (having an off-hand weapon, being in the right position, an enemy that casts a spell,...).
You have a maximum of 1 action per type: 1 Action, 1 bonus action, 1 reaction.
Here's an article explaining it in more depth:
https://www.hipstersanddragons.com/maximising-bonus-actions-and-reactions/_________________________________
Why do I tell you this?
The current interface mixes all kinds of actions in a single bar:
If we get precisely one action of each type and they can't usually be converted, why should they share the same interface element?
--> I strongly suggest separate areas in the UI for the 3 action types!
Take a look on this note from P&P:
Image somehow isn't shown here...Experienced players carefully choose their skills and spells with regard to the action economy.
They create combos that work well together to maximize their turn.
There's no point in having a dozen great "normal actions" available, if you have no bonus actions or reactions ready. Your turn will be lackluster and boring even if you choose the right "normal action".
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On a related note:
Reactions are not even implemented yet. The devs fear that giving each player a few seconds time when a reaction becomes available would slow the game down too much, especially multiplayer.
Here's a suggestion for them (in line with the suggestion above):- Reactions get their own small menu (doesn't make sense to mix them with abilities you can trigger during your own turn!)
- Each reaction should have three settings: OFF - AUTO - MANUAL
- OFF means it's deactivated and never triggers
- MANUAL means you get a popup with 3 seconds to react
- AUTO means the reaction is triggered whenever its conditions apply
- Each reaction should have a default setting chosen by the devs (AUTO for attack of opportunity, MANUAL for counterspell,...)
- In multiplayer, the game host could get an option to only allow the "dev choice" to make the game more fluid.
Thoughts?