I feel like naming it Class Action would have have been clarifying. It could be where you put the actions which are totally unique to the class/subclass. This allows the flavor of each class/sub class to be more explicit and sorted in a manner which actually informs players about the intended style of play
I don't understand the idea of making actions MORE complicated - I think Pathfinder 2e's design of 3 action points and use them how you want is easily the most elegant over "oh this is a bonus action, can't use it as an action, visa versa" and also solves a lot of design space mixing classes when casting a spell is two actions, so you have classes that are action taxed and others that are not.
Bonus actions work well when properly defined in scope as part of the base rules. Like you say, one of 5e's issues is tying bonus actions to action-consuming "power activations." If instead bonus actions are by default only used for the derivative purposes of (1) dual wielding, (2) controlling pets and allies, and (3) drinking potions, then you can make any further engagement with the bonus action system entirely opt in (like with a feat that gives the rogue feature cunning action). Your solution of combining is cool and works well in board games, especially where this kind of combo iconography is expected, but it can quickly lead to the menu of game options that was 4e, especially once you start implementing per encounter/day limits to force play diversity so the barb isn't pressured by the system into pushing the rage attack button every turn.
Watching the beginning and waiting for him to say something made me think it was going to be a joke about how it feels waiting for everyone to finish their turn after bonus actions were added
I like the action system in Pathfinder 2e where you basically get 3 actions and more powerful actions cost more than 1 action. Mainly because I don't have to think about which action type a specific action requires, I just have to keep track on the number of actions I use.
I still use the 4e version (Standard action, Move action, and Minor action). The simple thing I added to stifle that "Oh, I haven't used my minor action yet... *frantically browsing though character sheet*" was to add a general ability to the game, Aim (minor action, gives you +1 to your next attack roll in the same turn). Who doesn't like an extra +1? So, unless you planned to do something really important with your minor action, you just Aim.
The problem with bonus actions is there is not a universal default bonus action. This leads to the problem that Mike explains at the end, players don’t want to “waste” their bonus action, so they start hunting for one even when it is not applicable or available. I recommend giving everyone a “Boost Ally” bonus action. As a bonus action, you can give a +1 bonus to the next d20 test or damage roll to your next ally in initiative order. It’s also a good way to signal your turn is over. “I attack the orc and hit for 10 damage, I use my bonus action to boost Bob the Rogue.”
Going into this with the perspective of actually liking bonus actions. Finding a good bonus action to have with your character is just a part of optimization for me. It also helps balances a lot of transformation effects to allow them to be a part of your turn but not your whole turn.
Imo bonus actions became a problem when some classes were doing them all the time, and other classes maybe did one an encounter.
You now have classes that feel like they can do a bunch of stuff (attacking while spell casting, extra movement while healing. Buffing someone then grappling the thing theyre going to hit). And then classes that just swing cause their bonus actions are effects that stay up, not things you do, and thats it. Why do some classes get 3 actions (move, action, bonus) all the time while others only get 2? (Move and action with a bonus action effect setup 3 rounds ago that you cant retrigger to do something)
I like pathfinders answer of "everything is actions, you get 3 actions, some take 2 or 3 actions cause theyre so cool, mix and match how you like"
You dont lose the "i do x and y" you get from bonus actions. It just frees it up so everyone has a list of stuff they can do all the time and not some people can and some people can't.
Flying while raging would be fun for one round, after which, not having caused or taken any damage, the rage ends, and the barbarian falls to the ground.
Great insight! I think if you view combat through the lens of story beats, it’s much easier to follow when each turn a character has one clear thing they do and sometimes bonus actions confuse that
Not that every fight needs a ‘story’ but it’s nice when you can come away with memory of how it flowed
Omg! So true, i’ve only been DMing for a few years but this is a constant issue I’ve ran into playing 5E. Such a great video glad I stumbled upon it got a subscriber!
My “fix” for Bonus Actions (which isn’t even really a fix bc I didn’t remove or change them too much) was to roll them and the free “environment interaction” you get in 5E into a single thing. Creatures get a Move, Action, and Bonus Action on their turn (BAs include drawing weapons, picking something up, opening a door, etc). It doesn’t solve the issue of slowing down play, but I’ve found it works for my group because it codifies the BA as one of three core actions, so rather than looking all over their sheet for a BA option, they can just fall back on a quick interaction. I found it also helped to balance disarming attacks and such things that play with the environment and make them feel more useful.