What's action economy? It's the idea that in a tactical combat game, having more actions is a huge advantage. In earlier versions of D&D, a 5-person party vs. a dragon instantly had the advantage if the dragon only got one action per round, even if they got claw/claw/bite.
The last boss we fought, a necromancer, got totally overwhelmed by our party, esp. by our Smite-tastic vengeance Paladin. Even with undead minions around, he just didn't have the opportunity to really put the pressure on us or keep away from our DPS. Legendary Actions would have changed that a lot.
The Ruler Reactions in the X-Com 2 expansion does the same kind of thing. Being able to interrupt and/or act out of turn is a *huge* tactical asset in turn-based #games.
@MichaelRUnderwood Useful/interesting thread from a design POV, thanks :)
@JubalBarca You're very welcome! I've been thinking a lot about design of late, as well, watching/listening to more Actual Play games, esp. how to design for a version of RPGing where many games have non-player/GM audiences (Twitch, etc.)
@MichaelRUnderwood Yes, I've never had much time or inclination to do a lot of watching others' games for entertainment, but it does seem to be a growing thing!
@JubalBarca There was a chunk of a couple of years where I didn't have any gaming group, and following games-as-entertainment helped me scratch that itch.
@MichaelRUnderwood Aye, that makes sense :) I need to find a new gaming group, or start one; I moved to Vienna a few months back and still working on that sort of thing!
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