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Assuming the player has not used their free object interaction that turn they can fish a potion out and drink it as part of the Use an Object action. If a thief does this they can do it as a bonus action. The reason for this is because none of the gear in the equipment section refers to Use an Object. However, the Use an Object action in the combat ...


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No. Drinking a potion is explicitly an action. Healing Potion:.... Drinking or administering a potion takes an action (PHB 153) You can draw the potion as a part of the action that you use to drink it, but you cannot drink it as a free action. It's important to note that drinking a potion is not part of the Use an Object action set. Though you could ...


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The misconception here is that you don't have "a bonus action" just lying around that you "fill" with a Bonus Action. When something says that you can use a bonus action, that means you have that bonus action lying around. Any time a rule talks about having or using a bonus action, that is both making it available and permission to use it, not just ...


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Anyone wielding two light weapons can attack with one weapon and use a bonus action to make an offhand attack. The Rogue's having Cunning Action as an option does not prevent them from instead choosing other bonus actions. The restriction only applies to Cunning Action itself - if the Rogue chooses to use Cunning Action, only Dash, Disengage, and Hide can ...


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The maximum number of spells a character can cast in a round is 4. You can do the following: Cast a cantrip as an action Cast a bonus action spell (either one with a casting time of a bonus action, or as a Sorcerer, quicken a regular spell with the casting time of an action). Cast a cantrip as a reaction on their turn (This is hard, but there are some ...


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The maximum number of spells a character can cast in a round is 3. You can only take 1 reaction per round, although some monsters have an ability that allows them to ignore this restriction. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. This means that you can cast a bonus action spell and a ...


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In order to get your players to do things other than simply attacking and defending in conflict, it might be necessary to understand why this is what they are so focused on. I have played quite a few RPG systems as a player that have influenced my play style in Fate. The biggest influence has been D&D, which taught me that all I have to do in a fight is ...


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Since advantages are just temporary situational aspects, one way would be to first guide your players to use whatever situational aspects you put on a scene and then point out that they can create their own by using advantages. Especially as situational aspects might be a bit more noticeable than other aspects in the scene for new players. (Especially if you ...


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Create Advantage: Make opposition more potent In my own experience (somewhere about 20 games - mostly one-shots, though - GMed) the more potent the opposition, the more players are encouraged to make use of create advantage action. So, for instance, if a bad guy have his defence skill, which he uses to counter any attack action the players use, high enough ...


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Each combatant gets 1 action, a bonus action if they have a power to use it, a reaction and movement equal to their racial movement ability. The rogue has way too many actions. On action 1, do they have advantage or a buddy in melee? If so then they get SA. Action 2 if they have used SA, they don't get it again. Their bonus action is used to make this ...


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Each character can move, can interact with one object (open a door, draw/sheath a sword, pick up an object), and can perform an Action, a Bonus Action, and a Reaction. Uses your Action to perform an attack Uses your bonus action to perform your attack. Sneak attack damage can only be applied once per turn. If you already hit the target, this cannot ...



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