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→On Bonus Actions
Just to continue the discussion from that page of yours that you let me delete — even in HERO, the speed stat is ''very'' strictly regulated by the GM. In D&D, the only universal control over the entire game is the number of actions that a character gets. It's for this reason that you should ''never'' grant bonus actions. [[User:Surgo|Surgo]] 19:18, 27 February 2011 (UTC)
:The problem isn't that it's too powerful, although it probably is that too, the problem is that it's '''''extremely''''' swingy because the relative value of each person's turn is the same (supposedly, but we'll pretend for a second). If you're playing in a lightning game, you get between 1 and 4 turns based on your die roll alone, bonuses stack extra turns on top of that. Which is awesome if you're the guy getting extra turns, and means your probably dead if you're the guy not getting them. And since the extra turns come before you even get your first one, you're probably dead before you even draw your sword. It's like telling people that instead of 1 surprise round, they get multiple as long as they have a high init mod and roll well (which is at least doubled in number if you have a real surprise round in there as well). And also you could be on the receiving end of multiple surprise rounds. So don't roll badly, ever. And if you happen to survive being on the losing end of that, you should probably spend your last action of the round to refocus so you get your max init and don't get screwed as badly next round. None of the above sounds like a beneficial change for the player side of things. Stomping some fights into the ground because of a good roll is not going to make up for being stomped in another because of the opening die roll. - [[User:Tarkisflux|Tarkisflux]] 19:32, 27 February 2011 (UTC)