I would encourage people to give this one a shot, the action point system is the best I've seen, and the multiclassing talent system has made the process of thematic character building the easiest I've seen in a dnd like system
This system seems exceptionally promising!! I had a big "oh..." moment when I heard about the damage initially but I'm starting to see why the design choice was made. I believe it will grow on people very quickly. I wish you all the best! Very excited for this!
Just got the .5 and I am going to have my players try it out. The Coach does a great job of talking with his community and customers and builds a lot of respect just from his love of the game and his gratitude for everything. Great guy and I am hyping this up to everyone who will listen. Can't wait to see how it builds up over time.
initially, I was kind of hesitant about the action points thing, but when you illustrated how people at the table can be constantly engaged even if it isn't their "turn," it completely changed my mind. I've played dnd with some pretty massive groups over the last couple years, and it's always a drudge to sit there and take your turn for maybe 60 seconds then wait 10 minutes to get through everyone else at the table.
Best things about DC20, it has a great feel across the board, however the lack of additional dice takes back some of the crazy feel we love however it does save time for each player.
Its crazy how the more i chew on DC20's incentive for *unique* teamplay, from party combinations, to character creation options. The more im reminded of how individual focused dnd5e is. Love what your doing cant wair for more updates!!!
For teamplay, party combinations and character options are completely irrelevant. Anything quantifiable and written down on the character record is irrelevant (besides maybe individual flaws...) Numbers are irrelevant for teamplay, player ideas and creativity are.
I DMed a one shot for my table. I had 2 people who said they would try it, but were on edge about learning a new system. After playing, mechanics have been brought up during our CoS campaign, and I’m already writing a completely fresh campaign featuring DC 20 and adjusting and adding as new alphas come out. Highly recommend everyone give this a try.
Hello coach. It's nice to see a recent video about DC20 on your channel. But most of those who will see this video are subscribers who already know DC20. I hope that you have the opportunity for other UA-camrs to link this video for you. Like Treatmonk did with an older video. I'm thinking of Bob Worldbilder DM Laier and of course Duke, from one Shot Questers. Maybe you'll find more where you're willing to do it. I personally only know DC20 because of treantmonk. Without him i probably would never have heard of DC20 until now.
Welcome! And yes 100% I felt like I NEEDED to make this video, and I will be sending it out to all 40+ content creators on the DC20 Influencer List soon as well. Thank you Umbra!
This actually sounds really good. I played a campaign with the Level Up advanced 5E system and there are some parallels there to what you say about the direction of pathfinder as it split off from 3e. That said, this sounds like a bigger deviation from 5e but in a good way. I'll be grabbing the pdf now and having a read!
Was there a time where dynamic spellcasting was considered? So depending on class or spell type, you have a list you can choose from and enhance it by spending mana. Example (made up numbers): Healing 1 action, for each mana spent you choose either; increase healing by X points, increase targets by 1 (or it gets an aoe, which grows with mana spent), the healing also damages enemies, affected allies get a small buff etc. For each action point spent: there could also be some kind of effect here, maybe even same as above So there would be just 1 healing spell, but you could modify it to be big single target, affect enemies, be AoE and more.
Hey been playtesting DC20 for a bit and I love what you have done. Unfortunatly my players are really not down for flat damage. Even if I don't get to play it I'm excited to see what you do and you bet I will be at the day 1 release.
@@TheDungeonCoach, the way it came across to me is that you think, if someone doesn't like something about your game it can only be because they haven't tried it.
I see that, but I can also imagine your players would get excited counting up all the bonuses in the same way. If your rogue uses a sneak attack and adds plus 2 and all the other bonuses to add up to 7 damage for that one strike, that would be exciting to me
Ya, it is very exciting collecting dice!! It is irksome to count em up. I also like the feeling of counting up bonuses by holding up fingers. Pretty cool. :)
Question about the 4-Point Advantage Boost system: Does this apply to non-combat/social events? How would it apply there? Or does it only function within combat? I'd assume not, since there's not much of an "Action Pool" in these
Action points are only “a thing” during combat. You can still take actions out of combat, but you just do the action, you can’t just give yourself ADV constantly etc 👍🏼 This simulates the adrenaline surge during combat of pushing yourself farther than you normally could
@@TheDungeonCoach I don't think it is something should happen constantly, but I can well think of social conflict following a combat like sequence, like a political debate, a courteous confrontation of two nobles, a bards singing contest, the possibilities are many. You included mental damage into your game - do you remember the ancient D&D psi combat rules? Very much like this... And if there are no rules for it, rule it...
As someone that’s also designing a game system, I honestly think your system seems really promising. We seem to have had some vaguely similar ideas which makes me excited to check this out since my game is in a completely different genre. Keep up the great work!
Watch it again so I could be sure everything was good to send to friends that I’m trying to convince, but the first time I heard no roll for dmg, I wasn’t sure, but now it makes so much sense! Guys i’m telling you, You Won’t Even Notice because everything else is so dynamic and cool! Once again DC20 FTW!!
I've actually been toying around with a 4 AP action economy but instead of using d20 for an accuracy + damage check, I used a d6 for a straight damage roll. As a way to defend yourself against an attack, the target can spend 1 AP out of turn to make an active defense roll, which lowers the attacker's roll by d6 (so lowering an attack down to zero negates the attack). Another thing I did different was that AP refreshes at the beginning of the turn, not after the turn ends. Like this, if a combatant doesn't want to be left at the mercy of others, they'll need to save some AP for incoming attacks. Last thing I did different was that whenever an attack roll or active defense roll was a 6, that granted a bonus AP that goes away at the start of the next turn of not used. This bonus AP can be used for a counterattack if earned from a 6 on an active defense roll. So essentially, it was a sort of mix of DC20 and MCDM in that regard. Very rudimentary but still fun.
I am so excited for this! My group will be playing this rpg for the first time tomorrow with me dming. They created their characters last week and are really excited.
Hearing you talk about the Action Points was very interesting. I myself am designing a new TTRPG and we had a very similar Action Point system. Your idea of how to make consecutive actions, especially attacks, less useful is honestly very well thought out, as dumping all Action Points on attacking proved similarly problematic in our early designs. I will definitely be keeping an eye out for this system, as it definitely sounds very intriguing and something I could learn a lot from
@@TheDungeonCoach been doing a deep dive over the last few weeks. Looks awesome. I dm two sessions a week, one is 5e and one is Pf 2e. DC20 solves almost every issue I have with both systems. Definitely switching over to DC20 with my 5e group, and may also switch the 2e campaign (though the crafting system in 2e is very fleshed out in a way that is good for that campaign so may keep 2e or just port over the crafting system from 2e into DC20) 5e is a mess of imbalance and nonsensical rules that you’ve fixed, and while pathfinders action system is great, it’s also very complicated with different weapon types and I like yours better. 2e is just too hard to teach to new players IMO, and a lot of the near unlimited choice of character build is an illusion (a giant list of feats but most are terrible, or locked behind minimum scores and prerequisites so as to be near impossible to plan ahead: you almost need to plan for your level 15 feats from level 1 with the way feats act like feat trees). DC20 seems to have a fresh approach and most importantly is aimed at making it easy for new players and making turns quicker in combat (the biggest problem with most tactical ttrpgs).
Every single time i hear about what you can do here, i get excited. I have Alkander's Almanac so i know you know what you are doing and how to make rules fun and fair. This is the system for me. I backed Tales of the Valiant and while i am still happy to receive the product, nothing excites me quite like DC20. The monotony of 5e combat with its "I rolled a 16 to hit" "yes that hits" okay i roll a d10 plus a d6 for that and another d4 for that... Okay thats 8 damage" "awesome you strike the spider for 8 damage and its still fine but good job" just BLAH i want my players to get excited to roll a 16. Once they figure out the AC of the spider is 14, any roll above that except for a crit is just ...woo...
Im just finding your channel thanks to BobWorldBuilder's recent video on DC20 so i came here to check it out. Im digging on this new system. So much of this just makes sense. I will miss rolling dice for damage assuming i heard that correctly
There are a lot of concepts here that are similar to what I’m trying to do in my homebrew stuff (mechanical differences notwithstanding). I’m excited to investigate your work.
As a ttrpg system designer and a martial artist and mma practitioner of two decades, I will say that the roll to hit and damage roll are based in reality, just because a hit lands doesn’t mean it landed well, combat is quick and chaotic, the bad damage thing should be base damage, not total, and it should include a modifier so it scales
For D&D it should be called "roll to damage". You're rolling to see if you do damage. You are probably hitting more often than the dice would indicate, but not always hitting well enough to damage the target. I imagine two warriors are making attacks, blocks and feints *continuously* during a round of combat. The "to damage" roll represents one of those attacks being your best effort. This model is a holdover from the olden days that needs to go away. It's bad game design to roll a hit and do only 1 damage with your big honkin' sword. Even worse, to crit and do only 2. I prefer to either just roll to hit (DC20) and to damage based on the weapon or roll your weapon damage and subtract armor (Nimble). DC20 makes the numbers on the dice matter more than just a binary hit/miss.
@@Apeiron242 disagree entirely What’s a hold up from old systems is ac and not having a Dodge rating Think about it, ac is how hard you are to hit, but how would heavy armor make you harder to hit? It should make you easier to hit (lower dodge rating) and absorb more damage To hit is about defeating Dodge rating Damage roll is about how well it hit, did the sword glance of the armor doing minimal damage or did it land cleanly and cut in because the damage die critted doing extra damage and causing a status effect Again, martial artist and mama practitioner including live melee weapons, the way I’m describing it fits actual reality of melee combat, I’ve also been doing this stuff starting at 8 years old and I’m 35 now, and never stopped
If anything this seems to support the Coach's approach: the 'level' of the hit roll, i.e. how effective it was, determining how much damage is dealt. PS: I think the reasoning for heavy armor making you harder to hit is that you're harder to "hurt." And it does sort of simulate that.
@@m.b.8701 not really, harder to hit doesn’t have anything to do with damage reduction, besides a way that should belong to light armor or no armor, not heavy It’s just utterly unrealistic
I didn't play a game of DC20 yet, but been a game designer, I have a feedback about numbers/values: I think values at the moment is too low (and I understand why you choose this), maybe doing the players have a little excitement, because numbers are too far for the regular d20's result rolls. For example, player roll a 18 in an attack roll, dealing "only" 2+1 damage (heavy damage). But if everything in the system will be doubled, there is more excitement, the feeling is better (in this example, the player deal 4+2 damage = 6). Everything that I read and saw about DC20 is too good! I'm very excited about your system. Congrats!!! And an Happy New Year =D
Love the feedback! Genuinely, thank you for that! My mindset on the damage numbers is that lower numbers are easier to "track / count / etc" and I didnt want HP to get too high too soon. At higher levels there is definitley a possiblity that the "heavy and Bruatl" hits deal +2 more, but right now I wanted to keep the numbers low :)
$17 just to read through the basic rules though? Pretty much every other TTRPG has at least the base rules for free so that you can read through and try it out to see if it is for you.
Action points and mental+physical defense immediately reminds me of Divinity Original Sin, and because of that plus this video, I’ve subbed / gotten the alpha. Excited to see updates.
Excellent system! Even in its alpha state I prefer it over DnD & Pathfinder. Your innovations are refreshing and much needed in the ttrpg space that give the player more freedom in their character creation and more agency over the expression of that character. You've took out the excess steps and calculations that slow down combat and disengage the players from the table. Can't wait for the finished product! Happy New Year! Blessings to You and Yours!
I watched Dungeon Craft explaining a homebrew rule about not rolling to hit I thought at the time why not the opposite. I tried to theory craft it out with static damage with no success Love how the damage scales upward with higher roles excellent
The more I hear about how Stamina works, the more I think the word doesn't exactly fit. I was thinking something like adrenaline, but when I tried to use it within the context of the game it doesn't have the same ring to it. So I can see why you stayed with Stamina, even though I find it weird to think you gain stamina from getting hit or expanding maneuvers. I also thought about "exertion" being another word that might fit better. But that's being used by Level Up Advanced 5e. Which the way they decided to balance the whole martial vs spellcaster issue, they went with maneuvers for martial classes too. Martials get traditions and maneuvers, akin to spellcasters and their schools of magic and spells.
This all sounds very cool. I have tried some similar tweaks to 5E. My question is what about Clerics. You mention healers, but it seems to me that divine magic should be something different then wizard magic with a different spell list and some tweaks. Your interactions with the divine should matter in interesting ways. Perhaps this is a future add on or a stretch goal. Best of luck. Mana sounds like improved spell slots. I tried a system of rolling to cast spells. Higher level spells a more difficult roll to cast. Always a chance of a misfire on a wild magic table. I like having less things to track all the time and I don't like access to magic feeling like a finite resource. I like it being a great power that your struggling to bend to your will.
Have you considered linking the extra damage on the d20 to the character stat and not the monster defense? Would make it even more immediately exciting. :)
I've always wanted to know if there's a place, like a discord or something like that, to indie TTRPG systems, cause I think is so hard to show it if you're not a influencer in some sort of way
I will try this out with my players but it does sound like the complexity of combat might increase the duration quite a bit. I understand that the fights will be less boring because of the interactive action point system, but we are often struggling with combats taking like 2 hours or so, which idk if this fixes.
Video came out 5 mounts ago but I'll still ask. So if on my turn I used only 2 or 1 action point can i use rest of them off turn? Or will they just burn at the turn end?
I love DC 20 concept. But you need a catchier name.
8 місяців тому
Really good ideas eg. action points à la RoleMaster which also has 4 AP per turn. Yet I'd ditch the [heavy, 5% increments] d20; use d12 instead! Modifiers on d20 are not fun; dont say I'm an expert because I get +3 modifier on a d20 as this is insignificant.
Just a thought with action points say you wanted a second attack but needed it to not be at disadvantage, or maybe a first attack at advantage could spending 2 action points to allow that make sense?
@@TheDungeonCoach Ah so this is not a class feature for fighters any longer? Got it....understood. Do monsters get action points also? Do you have a video to cover that? Lastly, I just found your videos and very interested in getting the alpha and then sign up for the kickstart if not too late....Where can I find this informaition to sign up to get the pdfs and later the book(s)?
If I buy this PDF is it printer friendly or is it locked in such a why that I can't take it to an office store and print it? What about the final product? Will it go PDF only, require 2 full cartridges of ink to print and have an encryted PDF like 90% of all the other current RPGs on the market? I'm a serious buyer and ready to drop money today if I can get it into the hands of my players.
There are few things more disappointing than finally rolling a Nat 20 on an attack, only to roll all Nat 1's on the damage dice. I am very interested in this new damage system
Bro really trimmed D&D and attached some pathfinder 2e mechanics and called it a new system 💀 The lengths D&D player will go to not try new systems is ridiculous
I'm curious how Action Points interact with initiative. Let's say you go early in the round. Can you say, "I'm going to use 3 Action Points now, and then save the other 1 in case I need to take a reaction later in the round"? And if you can do that, and it turns out that you don't end up needing a reaction after all, can you then jump in at the end of the round and use that 1 point for something else? Or are you just out of luck because your turn is over? Either way, it seems to create a situation where everyone will want to go last, because that gives them the most flexibility in spending their points ("Yay, I'm last in the initiative order! That means I can take a reaction if I need to, but if I don't, then I can take a big swing at the end with Triple Advantage!").
You Start the Combat with 4Action Points. You can use your reaction befor your first turn. And you dont have to save your Action Points on you turn because you gain your Action Point at the end of your Turn not at the start like i other TTRPG. And if you have one Action point left at the end and dosent know waht to do with it you can always give you self advantage on your last Spell, Attack or Grappel chek. And if you dosen t need advantage you can always use the doge action. I hope that this helps.
Movment is no Cheks. Spells are checks attack are cheks grappels are cheks . All cheks gain disadvantage. There are somethings wich arent chejs wich become better if you do it twice for exempel: Doge action the next spell/attak cheks target your Physikal Defens have disantvantage if you Doge twice all Attak/Spells checks against your physical defens have disadvantage. I hope this helps.
@@fred_derf like i tryd to explains all cheks gain disentvantag if you repeat them. Everything that you do what needs a dicroll (D20) is a chek. Movment is no chek its just movment. The only thing that get worse how is technical a dice roll is the help action.
@@Umbra_Canine, writes _"like i tryd to explains all cheks gain disentvantag if you repeat them [...]"_ No, I get that. But what I don't understand is why... lets see if I can put this another way, why doesn't move require a check when everything else does? You want to apply a -2 or something on second actions (all second actions, not just second actions that are the same as previous actions) I'm down with that. But adding multiple disadvantage is just ridiculously punishing.
@@fred_derf yes its punaching but its not nearly so bad as its looks on first sigth. Lets say you fail a Grappel with your first try. You can now grappel with two Action points so that the disantvantage an advantage cancel each out. Or you can grappel with 2 Action point in the first time that you grappel with Advantage. Know Attak cheks. If you duel wild the second attak dosent get disentvantage and the third attack gains Disantvantage 1. and nor disentvantage 2. Beside that many Martial Class have some way to gain Advatage on all there attaks its not only barbarian with reckless attack. You can also use a extra Action point to give extra bony to weapon attaks adlong you playing a martial class. For exempel if you can always give a Attak the trip trait with a action Point. When you attak the enemy he has to make a save no matter if you hit or not and if he fails he is prone and all Attak Cheks aginst this enemy has advantage. Now Spells . Spells wich cost mana only fail if you roll a one. They can get bad if you role low. But they can also can get better if you roll well. Of course ther is still Saves how can impact the spell. Most Spells need two Action Points. Im not sure if you can use two spell in one turn but if you can its make Spell Casters more balanced if the second Spell Chek have disantvantage
I’m impressed. I don’t like D&D anymore because of the static complexity that it is. This game seems more dynamic in ways that excite. It seems to engender more interaction.
I'm very curious about the non-combat rules. 5e rules were weak and non-engaging, relying mostly on boring skill checks. looking forward to finding out more about this part of your game.
It sounds like you have a pretty solid system. I don’t think it’s for me, but 5e wasn’t for me either. I’m more into older school AD&D. That being said, I’ll probably still end up buying your game to support you as an independent game designer.
Oh NO! I have to collect dice to determine something. Hell, that's part of the fun. I feel like I'm being sold something here. On the other hand, I will probably be stealing some of the concepts for my game. This is sounding rather GURPS-like.
So... As someone who loves playing DND 5e monk, my playstyle is just screwed as I cant do multiple attacks in one turn without having disadvantage? And I'm penalized for wanting to do big number earlygame because I know late game I just SUCK? I'll just stick to 5e thanks. Will finish the video tho.
No u dont have to suck, like with any rpg its about your build U can spend stamina point to get a free flurry of blows, or get mongoose stance to attack a second target for free when flanked At least read through the free rules(on the kickstarter page) before making hasty judgements. I'd argue Monk is the strongest martial class at this early stage with only 2 lvls available for testing Pathfinder has a similar action system and monks r also strong there too
Cantankerous Curmudgeon says... First, it was one action per round. Then it was action reaction. Then a 3 action economy. Now a 4 action economy. Each time we are told this will streamline play. Well, why don't we skip to infinity action economy. Let our CMs adjudicate Everything Everywhere All At Once! Melee, missile, magic, bind wounds, move. Pick one, or half movement plus one other action. Your reaction is called Round 2! How is a 4 action economy different from 4 rounds of combat. A "Help" action? Tell me exactly how you intend to help, and I'll tell you what effect it has. Maybe blowing raspberries and pulling faces at the big nasty orc attacking your fighter actually distracts him. He's probably never seen that before. Maybe he thinks you're putting a curse on him...maybe.
But dnd can do some of those things. You can use a 7 instead of a d12, you can cast a first level spell with 2 spell points instead if a first level spell slot. It's all alternative rules but so are feats and multi class. I also disagree with you that rolling 15 dice for damage is boring for everyone else. The excitement from doing 7 damage can and often is felt by the whole table. Still, I love a few things from your system (I by coincidence thought about a similar system to your stanina one and action points are pretty interesting) and I admire your enthusiasm.
+moonlight2870, writes _"[...] and I admire your enthusiasm."_ His enthusiasm puts me off. If the system is that good why does he have to hype it that much? Reminds me of a snake-oil salesman. But, I react negatively to high-pressure sales techniques too.
@@MrFinnyous, writes _"[...] he's just really excited/excitable and is hoping other's get excited too."_ I get that, but that rubs me the wrong way. To me it seems like an attempt to "get everyone excited so they don't look too closely at what is being sold and just buy, buy, buy!
@@moonlight2870, writes _"You're not expacting him to put his own system DOWN, do you?"_ Of course not, but I would like to see him discuss the system without all the hype. Hype is what you use when you have no substance and to me this all looks like hype.
Can I recommend that you simply change the name from "mana" to "spell" points. Mana has such a video gamey vibe to it. It completely takes me out of the feel for the game, plus the name has associations to Oceanian religions. It's a little suggestion, but one I think is worth considering.
Rolling a 17 to hit in D&D is exciting if you need a 17 (or higher) on a d20 🤣 Stop saying #3d20 and perhaps say 4d20 instead! 😂 (if you know, you know, not a 420 joke btw) I literally started on one side of the spectrum when I first heard of this game, but as timed progressed and I learned more, I am interested in the final product. It seems interesting. Though I still feel 4 Action Points a turn is too many.
4 is like, the same as 5e right now... 1 Action, 1 Bonus Action, 1 Reaction, 1 Movement. except now you dont "have" to waste anything because youre already where you want to be, your class doesnt have BA, etc etc...
I heavily monitored and evaluated if I should go to 3 instead of 4… but man o man… 4 is just too perfect to not do that! Thank you for your growing interest 👌🏼💜
@@descrom683 , yeah, and that could be tedious and cumbersome, or overwhelming to folks new to the game/edition. Though this (DC20) is more streamlined.
The awesomeness comes from the fact that you get all your AP at the end of your turn and you use them to fuel your reactions in exchange for what you can do in your turn. 4th Edition was closer to this 4AP system because you could trade down your actions. You can trade your move down to a minor (bonus), you can trade your standard (one action, spell/attack) for a move or a minor. Thus you could have three minor actions. DC20 simplifies this in an elegant way.
I would encourage people to give this one a shot, the action point system is the best I've seen, and the multiclassing talent system has made the process of thematic character building the easiest I've seen in a dnd like system
Wow thank you for the high praise! 💜💜💜
Why. I already bought 2 systems this year. It has no lore or boobs.
@@TempoLOOKINGthat's the sick thing, you can add your own lore and boobs.
LOVED the combining the same spell to boost it rule. Brilliant.
You made the worst thing of playing two spell casters the best. Great job!
This system seems exceptionally promising!!
I had a big "oh..." moment when I heard about the damage initially but I'm starting to see why the design choice was made. I believe it will grow on people very quickly.
I wish you all the best!
Very excited for this!
Just got the .5 and I am going to have my players try it out. The Coach does a great job of talking with his community and customers and builds a lot of respect just from his love of the game and his gratitude for everything. Great guy and I am hyping this up to everyone who will listen. Can't wait to see how it builds up over time.
initially, I was kind of hesitant about the action points thing, but when you illustrated how people at the table can be constantly engaged even if it isn't their "turn," it completely changed my mind. I've played dnd with some pretty massive groups over the last couple years, and it's always a drudge to sit there and take your turn for maybe 60 seconds then wait 10 minutes to get through everyone else at the table.
Best things about DC20, it has a great feel across the board, however the lack of additional dice takes back some of the crazy feel we love however it does save time for each player.
Its crazy how the more i chew on DC20's incentive for *unique* teamplay, from party combinations, to character creation options.
The more im reminded of how individual focused dnd5e is.
Love what your doing cant wair for more updates!!!
I’ve had those exact same realizations! Appreciate you, bro!
For teamplay, party combinations and character options are completely irrelevant. Anything quantifiable and written down on the character record is irrelevant (besides maybe individual flaws...) Numbers are irrelevant for teamplay, player ideas and creativity are.
All the combat stuff sounds super interesting. I'd love for you to give us a peek into the social/exploration changes!
I DMed a one shot for my table. I had 2 people who said they would try it, but were on edge about learning a new system. After playing, mechanics have been brought up during our CoS campaign, and I’m already writing a completely fresh campaign featuring DC 20 and adjusting and adding as new alphas come out.
Highly recommend everyone give this a try.
Hello coach.
It's nice to see a recent video about DC20 on your channel. But most of those who will see this video
are subscribers who already know DC20.
I hope that you have the opportunity for other UA-camrs to link this video for you.
Like Treatmonk did with an older video. I'm thinking of Bob Worldbilder DM Laier and of course Duke,
from one Shot Questers. Maybe you'll find more where you're willing to do it.
I personally only know DC20 because of treantmonk. Without him i probably would never have heard of DC20 until now.
Welcome! And yes 100% I felt like I NEEDED to make this video, and I will be sending it out to all 40+ content creators on the DC20 Influencer List soon as well.
Thank you Umbra!
This actually sounds really good. I played a campaign with the Level Up advanced 5E system and there are some parallels there to what you say about the direction of pathfinder as it split off from 3e. That said, this sounds like a bigger deviation from 5e but in a good way. I'll be grabbing the pdf now and having a read!
A game should encourage heroic actions each turn - but only one.
Was there a time where dynamic spellcasting was considered? So depending on class or spell type, you have a list you can choose from and enhance it by spending mana.
Example (made up numbers):
Healing 1 action, for each mana spent you choose either; increase healing by X points, increase targets by 1 (or it gets an aoe, which grows with mana spent), the healing also damages enemies, affected allies get a small buff etc.
For each action point spent: there could also be some kind of effect here, maybe even same as above
So there would be just 1 healing spell, but you could modify it to be big single target, affect enemies, be AoE and more.
DC20 FTW. HAPPY NEW year, let this one be great for DC20. Can’t wait for that kickstarter !!
Halfway thru the video and I wanna play this right now!
Hey been playtesting DC20 for a bit and I love what you have done. Unfortunatly my players are really not down for flat damage. Even if I don't get to play it I'm excited to see what you do and you bet I will be at the day 1 release.
Have they PLAYED IT?? 😆
@@TheDungeonCoach He said he's been play testing it... So my guess is; yes.
@@fred_derf I was thinking that HE playtested it (like on discord, other groups in the community etc) but I didn’t know if his players did yet 👍🏼
@@TheDungeonCoach, the way it came across to me is that you think, if someone doesn't like something about your game it can only be because they haven't tried it.
I'm with you, but i will say, my table loves it when the rogue or the sorcerer collects dice. It's a "hold our breath" moment that we really like.
I see that, but I can also imagine your players would get excited counting up all the bonuses in the same way. If your rogue uses a sneak attack and adds plus 2 and all the other bonuses to add up to 7 damage for that one strike, that would be exciting to me
@@JonathanDano this is all just dice and numbers. what about interesting effects...
@@n.ludemann9199interesting effects would also be cool
Ya, it is very exciting collecting dice!! It is irksome to count em up. I also like the feeling of counting up bonuses by holding up fingers. Pretty cool. :)
Question about the 4-Point Advantage Boost system: Does this apply to non-combat/social events? How would it apply there? Or does it only function within combat? I'd assume not, since there's not much of an "Action Pool" in these
Only functions within combat
Action points are only “a thing” during combat. You can still take actions out of combat, but you just do the action, you can’t just give yourself ADV constantly etc 👍🏼
This simulates the adrenaline surge during combat of pushing yourself farther than you normally could
@@TheDungeonCoach Ah, makes total sense! Thanks!
@@TheDungeonCoach I don't think it is something should happen constantly, but I can well think of social conflict following a combat like sequence, like a political debate, a courteous confrontation of two nobles, a bards singing contest, the possibilities are many. You included mental damage into your game - do you remember the ancient D&D psi combat rules? Very much like this... And if there are no rules for it, rule it...
I turned up to listen to Alan tell me things I already know, for the algorithm.
You know more than most people in the world on this system! Lol
Thanks bro!
As someone that’s also designing a game system, I honestly think your system seems really promising. We seem to have had some vaguely similar ideas which makes me excited to check this out since my game is in a completely different genre. Keep up the great work!
DC20 just made Magic Magical again.
It's the first system to make me hyped to play a caster in many years.
Watch it again so I could be sure everything was good to send to friends that I’m trying to convince, but the first time I heard no roll for dmg, I wasn’t sure, but now it makes so much sense! Guys i’m telling you, You Won’t Even Notice because everything else is so dynamic and cool! Once again DC20 FTW!!
I've actually been toying around with a 4 AP action economy but instead of using d20 for an accuracy + damage check, I used a d6 for a straight damage roll. As a way to defend yourself against an attack, the target can spend 1 AP out of turn to make an active defense roll, which lowers the attacker's roll by d6 (so lowering an attack down to zero negates the attack).
Another thing I did different was that AP refreshes at the beginning of the turn, not after the turn ends. Like this, if a combatant doesn't want to be left at the mercy of others, they'll need to save some AP for incoming attacks.
Last thing I did different was that whenever an attack roll or active defense roll was a 6, that granted a bonus AP that goes away at the start of the next turn of not used. This bonus AP can be used for a counterattack if earned from a 6 on an active defense roll.
So essentially, it was a sort of mix of DC20 and MCDM in that regard. Very rudimentary but still fun.
I am so excited for this! My group will be playing this rpg for the first time tomorrow with me dming. They created their characters last week and are really excited.
Hearing you talk about the Action Points was very interesting. I myself am designing a new TTRPG and we had a very similar Action Point system. Your idea of how to make consecutive actions, especially attacks, less useful is honestly very well thought out, as dumping all Action Points on attacking proved similarly problematic in our early designs. I will definitely be keeping an eye out for this system, as it definitely sounds very intriguing and something I could learn a lot from
I actually love this action point system.
Thank you!! You’ll love it even more once you play with it!
@@TheDungeonCoach been doing a deep dive over the last few weeks. Looks awesome. I dm two sessions a week, one is 5e and one is Pf 2e.
DC20 solves almost every issue I have with both systems.
Definitely switching over to DC20 with my 5e group, and may also switch the 2e campaign (though the crafting system in 2e is very fleshed out in a way that is good for that campaign so may keep 2e or just port over the crafting system from 2e into DC20)
5e is a mess of imbalance and nonsensical rules that you’ve fixed, and while pathfinders action system is great, it’s also very complicated with different weapon types and I like yours better.
2e is just too hard to teach to new players IMO, and a lot of the near unlimited choice of character build is an illusion (a giant list of feats but most are terrible, or locked behind minimum scores and prerequisites so as to be near impossible to plan ahead: you almost need to plan for your level 15 feats from level 1 with the way feats act like feat trees).
DC20 seems to have a fresh approach and most importantly is aimed at making it easy for new players and making turns quicker in combat (the biggest problem with most tactical ttrpgs).
Actually this sounds really interesting, very creative. I’ll give it a whirl for sure!
Love your enthusiasm too.
Any ttrpg that removes spell slots has my eyes.
Every single time i hear about what you can do here, i get excited. I have Alkander's Almanac so i know you know what you are doing and how to make rules fun and fair. This is the system for me. I backed Tales of the Valiant and while i am still happy to receive the product, nothing excites me quite like DC20.
The monotony of 5e combat with its "I rolled a 16 to hit" "yes that hits" okay i roll a d10 plus a d6 for that and another d4 for that... Okay thats 8 damage" "awesome you strike the spider for 8 damage and its still fine but good job" just BLAH i want my players to get excited to roll a 16. Once they figure out the AC of the spider is 14, any roll above that except for a crit is just ...woo...
Wow I was smiling from ear to ear reading your comment!! Thank you SO much! I appreciate that!!
Rolling damage in D&D is basically Rolling on Disadvantage for Fun.
If either Attack or Damage is Low, then the other doesn't matter.
Im just finding your channel thanks to BobWorldBuilder's recent video on DC20 so i came here to check it out. Im digging on this new system. So much of this just makes sense. I will miss rolling dice for damage assuming i heard that correctly
There are a lot of concepts here that are similar to what I’m trying to do in my homebrew stuff (mechanical differences notwithstanding). I’m excited to investigate your work.
As a ttrpg system designer and a martial artist and mma practitioner of two decades, I will say that the roll to hit and damage roll are based in reality, just because a hit lands doesn’t mean it landed well, combat is quick and chaotic, the bad damage thing should be base damage, not total, and it should include a modifier so it scales
For D&D it should be called "roll to damage". You're rolling to see if you do damage.
You are probably hitting more often than the dice would indicate, but not always hitting well enough to damage the target.
I imagine two warriors are making attacks, blocks and feints *continuously* during a round of combat.
The "to damage" roll represents one of those attacks being your best effort.
This model is a holdover from the olden days that needs to go away.
It's bad game design to roll a hit and do only 1 damage with your big honkin' sword.
Even worse, to crit and do only 2.
I prefer to either just roll to hit (DC20) and to damage based on the weapon or roll your weapon damage and subtract armor (Nimble).
DC20 makes the numbers on the dice matter more than just a binary hit/miss.
@@Apeiron242 disagree entirely
What’s a hold up from old systems is ac and not having a Dodge rating
Think about it, ac is how hard you are to hit, but how would heavy armor make you harder to hit?
It should make you easier to hit (lower dodge rating) and absorb more damage
To hit is about defeating Dodge rating
Damage roll is about how well it hit, did the sword glance of the armor doing minimal damage or did it land cleanly and cut in because the damage die critted doing extra damage and causing a status effect
Again, martial artist and mama practitioner including live melee weapons, the way I’m describing it fits actual reality of melee combat, I’ve also been doing this stuff starting at 8 years old and I’m 35 now, and never stopped
If you're concerned about this sort of thing, you should really check out Mythras.
If anything this seems to support the Coach's approach: the 'level' of the hit roll, i.e. how effective it was, determining how much damage is dealt.
PS: I think the reasoning for heavy armor making you harder to hit is that you're harder to "hurt." And it does sort of simulate that.
@@m.b.8701 not really, harder to hit doesn’t have anything to do with damage reduction, besides a way that should belong to light armor or no armor, not heavy
It’s just utterly unrealistic
Ok I’m sold this looks awesome. Looking forward the kickstarter.
I hope to see DC20 come to Foundry VTT. I do a lot of virtual play and this system is going to be amazing.
I didn't play a game of DC20 yet, but been a game designer, I have a feedback about numbers/values: I think values at the moment is too low (and I understand why you choose this), maybe doing the players have a little excitement, because numbers are too far for the regular d20's result rolls. For example, player roll a 18 in an attack roll, dealing "only" 2+1 damage (heavy damage). But if everything in the system will be doubled, there is more excitement, the feeling is better (in this example, the player deal 4+2 damage = 6).
Everything that I read and saw about DC20 is too good! I'm very excited about your system. Congrats!!! And an Happy New Year =D
Love the feedback! Genuinely, thank you for that!
My mindset on the damage numbers is that lower numbers are easier to "track / count / etc" and I didnt want HP to get too high too soon. At higher levels there is definitley a possiblity that the "heavy and Bruatl" hits deal +2 more, but right now I wanted to keep the numbers low :)
My moms been bugging me to teach her how to play dnd…I’m gonna teach her this instead because this sounds like so much fun 👌
$17 just to read through the basic rules though? Pretty much every other TTRPG has at least the base rules for free so that you can read through and try it out to see if it is for you.
Action points and mental+physical defense immediately reminds me of Divinity Original Sin, and because of that plus this video, I’ve subbed / gotten the alpha. Excited to see updates.
Excellent system! Even in its alpha state I prefer it over DnD & Pathfinder. Your innovations are refreshing and much needed in the ttrpg space that give the player more freedom in their character creation and more agency over the expression of that character. You've took out the excess steps and calculations that slow down combat and disengage the players from the table. Can't wait for the finished product! Happy New Year! Blessings to You and Yours!
I watched Dungeon Craft explaining a homebrew rule about not rolling to hit
I thought at the time why not the opposite. I tried to theory craft it out with static damage with no success
Love how the damage scales upward with higher roles excellent
This sounds really impressive. I cant wait to try this out.
I sure do love having notifications on for DC20 videos! Ring the bell!
Heck yea!! It helps more than you know! Thank you!
The singular of “dice” is “die.” Hopefully you have good editors for the book lol. Looking forward to it!
The more I hear about how Stamina works, the more I think the word doesn't exactly fit. I was thinking something like adrenaline, but when I tried to use it within the context of the game it doesn't have the same ring to it. So I can see why you stayed with Stamina, even though I find it weird to think you gain stamina from getting hit or expanding maneuvers.
I also thought about "exertion" being another word that might fit better. But that's being used by Level Up Advanced 5e. Which the way they decided to balance the whole martial vs spellcaster issue, they went with maneuvers for martial classes too. Martials get traditions and maneuvers, akin to spellcasters and their schools of magic and spells.
I went down that same thought rabbit hole too! BUT I am going to make a note of "Exertion", that is a good word!
Thank you for the feedback!
Maybe Flow as in a flow state? Athletes sometimes get flow states where they perform better than usual don't they?
@@TheDungeonCoachmaybe Spirit as in fighting spirit could work
Mettle?@@TheDungeonCoach
@TheDungeonCoach Vigor?
I will be buying this alpha and investing in the kickstarter I have watched two actual play and it looks amazing
Some of DC20 has features in common with “Warrior, Rogue and Mage”
This looks incredibly promising!!
Really excited to try this system!
I'm really liking the action economy for this system
Just played over the weekend, tons of fun!
I see dungeon coach video, I click.
I appreciate you!!
What made you pick 4 action points, verses like 2 or 3?
It is one more than Pathfinder ;)
Great stuff, Coach!! Can't wait to back the Kickstarter!!
It’s gonna be crazy when it goes live!
@@TheDungeonCoach When live?
@@Apeiron242 Middle of 2024. Maybe late spring or summer timeframe.
Well made. Very fun experience. I highly recommend the DC20. 👍🏻
Thanks PHJcz!!
I've already told my players that I plan to switch to this ruleset once it is released.
I am so excited about this game.
So smooth!
Is there a Character Sheet in roll20? :) Already got the Alpha and can wait to play with my friends!
All VTT integrations are in the works now! I have a whole team now that is working on this stuff! I CANT WAIT EITHER :)
This all sounds very cool. I have tried some similar tweaks to 5E. My question is what about Clerics. You mention healers, but it seems to me that divine magic should be something different then wizard magic with a different spell list and some tweaks. Your interactions with the divine should matter in interesting ways. Perhaps this is a future add on or a stretch goal. Best of luck.
Mana sounds like improved spell slots. I tried a system of rolling to cast spells. Higher level spells a more difficult roll to cast. Always a chance of a misfire on a wild magic table. I like having less things to track all the time and I don't like access to magic feeling like a finite resource. I like it being a great power that your struggling to bend to your will.
So Hypothetically you could attack, attack again, the spend an action point to lift the disadvantage of your second attack?
Have you considered linking the extra damage on the d20 to the character stat and not the monster defense? Would make it even more immediately exciting. :)
Damage rolls. Less math work equals more play time good call on that mechanic
I've always wanted to know if there's a place, like a discord or something like that, to indie TTRPG systems, cause I think is so hard to show it if you're not a influencer in some sort of way
How do passive skill checks work. Is it 10+ability mod+rank Mastery, or is it just the ability mod and rank Mastery, which would be my preference
Was it also considered to have a mana system for martials too? Why was it chosen to go to the current stamina system instead?
Could you use DC20 to play a full Skill Challenge session, or even campaign?
I will try this out with my players but it does sound like the complexity of combat might increase the duration quite a bit. I understand that the fights will be less boring because of the interactive action point system, but we are often struggling with combats taking like 2 hours or so, which idk if this fixes.
Video came out 5 mounts ago but I'll still ask. So if on my turn I used only 2 or 1 action point can i use rest of them off turn? Or will they just burn at the turn end?
I love DC 20 concept. But you need a catchier name.
Really good ideas eg. action points à la RoleMaster which also has 4 AP per turn. Yet I'd ditch the [heavy, 5% increments] d20; use d12 instead! Modifiers on d20 are not fun; dont say I'm an expert because I get +3 modifier on a d20 as this is insignificant.
Wait, you’re charging 15$ for playtest material before the kickstarter has even launched?
Just a thought with action points say you wanted a second attack but needed it to not be at disadvantage, or maybe a first attack at advantage could spending 2 action points to allow that make sense?
I'm very excited about these ideas
So do you gain an additional 5th action point when your fighter gains a 2nd attack?
That’s the beautiful part. There is no need for a fighter to gain “a second attack” because the action system already is great from level 1 👍🏼
@@TheDungeonCoach Ah so this is not a class feature for fighters any longer? Got it....understood. Do monsters get action points also? Do you have a video to cover that? Lastly, I just found your videos and very interested in getting the alpha and then sign up for the kickstart if not too late....Where can I find this informaition to sign up to get the pdfs and later the book(s)?
If I buy this PDF is it printer friendly or is it locked in such a why that I can't take it to an office store and print it? What about the final product? Will it go PDF only, require 2 full cartridges of ink to print and have an encryted PDF like 90% of all the other current RPGs on the market? I'm a serious buyer and ready to drop money today if I can get it into the hands of my players.
There are few things more disappointing than finally rolling a Nat 20 on an attack, only to roll all Nat 1's on the damage dice. I am very interested in this new damage system
I am most excited to see how gish characters behave here, it is my only worry currently.
Do not rest until the forests are gone and all that remains is game systems blowing around the dustlands.
Bro really trimmed D&D and attached some pathfinder 2e mechanics and called it a new system 💀
The lengths D&D player will go to not try new systems is ridiculous
💜
Will this be demoed at GenCon this year?
Is compatible with all the D&D5 books? (Subclases...)
With every new system or new take on a system I see I get ever more hopeful for WotC's eventual death
How dark! But thank you lol 😇😈
I'm curious how Action Points interact with initiative. Let's say you go early in the round. Can you say, "I'm going to use 3 Action Points now, and then save the other 1 in case I need to take a reaction later in the round"? And if you can do that, and it turns out that you don't end up needing a reaction after all, can you then jump in at the end of the round and use that 1 point for something else? Or are you just out of luck because your turn is over? Either way, it seems to create a situation where everyone will want to go last, because that gives them the most flexibility in spending their points ("Yay, I'm last in the initiative order! That means I can take a reaction if I need to, but if I don't, then I can take a big swing at the end with Triple Advantage!").
You Start the Combat with 4Action Points. You can use your reaction befor your first turn. And you dont have to save your Action Points on you turn because you gain your Action Point at the end of your Turn not at the start like i other TTRPG. And if you have one Action point left at the end and dosent know waht to do with it you can always give you self advantage on your last Spell, Attack or Grappel chek. And if you dosen t need advantage you can always use the doge action.
I hope that this helps.
Does using multiple actions points to move also follow the same disadvantage style? Lke, do you move less distance per point used?
Movment is no Cheks. Spells are checks attack are cheks grappels are cheks . All cheks gain disadvantage. There are somethings wich arent chejs wich become better if you do it twice for exempel: Doge action the next spell/attak cheks target your Physikal Defens have disantvantage if you Doge twice all Attak/Spells checks against your physical defens have disadvantage.
I hope this helps.
@@Umbra_Canine Why can I move four times without penalty, but I can't swing a sword four times without a penalty?
@@fred_derf like i tryd to explains all cheks gain disentvantag if you repeat them. Everything that you do what needs a dicroll (D20) is a chek. Movment is no chek its just movment. The only thing that get worse how is technical a dice roll is the help action.
@@Umbra_Canine, writes _"like i tryd to explains all cheks gain disentvantag if you repeat them [...]"_
No, I get that. But what I don't understand is why... lets see if I can put this another way, why doesn't move require a check when everything else does?
You want to apply a -2 or something on second actions (all second actions, not just second actions that are the same as previous actions) I'm down with that. But adding multiple disadvantage is just ridiculously punishing.
@@fred_derf yes its punaching but its not nearly so bad as its looks on first sigth.
Lets say you fail a Grappel with your first try. You can now grappel with two Action points so that the disantvantage an advantage cancel each out. Or you can grappel with 2 Action point in the first time that you grappel with Advantage.
Know Attak cheks. If you duel wild the second attak dosent get disentvantage and the third attack gains Disantvantage 1. and nor disentvantage 2.
Beside that many Martial Class have some way to gain Advatage on all there attaks its not only barbarian with reckless attack.
You can also use a extra Action point to give extra bony to weapon attaks adlong you playing a martial class. For exempel if you can always give a Attak the trip trait with a action Point. When you attak the enemy he has to make a save no matter if you hit or not and if he fails he is prone and all Attak Cheks aginst this enemy has advantage.
Now Spells . Spells wich cost mana only fail if you roll a one. They can get bad if you role low. But they can also can get better if you roll well. Of course ther is still Saves how can impact the spell.
Most Spells need two Action Points. Im not sure if you can use two spell in one turn but if you can its make Spell Casters more balanced if the second Spell Chek have disantvantage
I’m impressed. I don’t like D&D anymore because of the static complexity that it is. This game seems more dynamic in ways that excite. It seems to engender more interaction.
Will there be a Roll20 version?
I'm very curious about the non-combat rules. 5e rules were weak and non-engaging, relying mostly on boring skill checks. looking forward to finding out more about this part of your game.
The player mechanics are realy interesting but what about monster design?
It sounds like you have a pretty solid system. I don’t think it’s for me, but 5e wasn’t for me either. I’m more into older school AD&D. That being said, I’ll probably still end up buying your game to support you as an independent game designer.
🎉
Can I steal some of these awesome ideas?
Oh NO! I have to collect dice to determine something. Hell, that's part of the fun. I feel like I'm being sold something here. On the other hand, I will probably be stealing some of the concepts for my game. This is sounding rather GURPS-like.
So... As someone who loves playing DND 5e monk, my playstyle is just screwed as I cant do multiple attacks in one turn without having disadvantage? And I'm penalized for wanting to do big number earlygame because I know late game I just SUCK?
I'll just stick to 5e thanks. Will finish the video tho.
No u dont have to suck, like with any rpg its about your build
U can spend stamina point to get a free flurry of blows, or get mongoose stance to attack a second target for free when flanked
At least read through the free rules(on the kickstarter page) before making hasty judgements. I'd argue Monk is the strongest martial class at this early stage with only 2 lvls available for testing
Pathfinder has a similar action system and monks r also strong there too
Fuck yeah excited
❤LOVE THIS!
Cantankerous Curmudgeon says...
First, it was one action per round. Then it was action reaction. Then a 3 action economy. Now a 4 action economy. Each time we are told this will streamline play. Well, why don't we skip to infinity action economy. Let our CMs adjudicate Everything Everywhere All At Once!
Melee, missile, magic, bind wounds, move. Pick one, or half movement plus one other action. Your reaction is called Round 2! How is a 4 action economy different from 4 rounds of combat. A "Help" action? Tell me exactly how you intend to help, and I'll tell you what effect it has. Maybe blowing raspberries and pulling faces at the big nasty orc attacking your fighter actually distracts him. He's probably never seen that before. Maybe he thinks you're putting a curse on him...maybe.
But dnd can do some of those things. You can use a 7 instead of a d12, you can cast a first level spell with 2 spell points instead if a first level spell slot. It's all alternative rules but so are feats and multi class. I also disagree with you that rolling 15 dice for damage is boring for everyone else. The excitement from doing 7 damage can and often is felt by the whole table.
Still, I love a few things from your system (I by coincidence thought about a similar system to your stanina one and action points are pretty interesting) and I admire your enthusiasm.
+moonlight2870, writes _"[...] and I admire your enthusiasm."_
His enthusiasm puts me off. If the system is that good why does he have to hype it that much? Reminds me of a snake-oil salesman. But, I react negatively to high-pressure sales techniques too.
@@fred_derf I mean, it's his job, more or less. You're not expacting him to put his own system DOWN, do you?
@@fred_derf You sound like an incredibly cynical person, he's just really excited/excitable and is hoping other's get excited too.
@@MrFinnyous, writes _"[...] he's just really excited/excitable and is hoping other's get excited too."_
I get that, but that rubs me the wrong way. To me it seems like an attempt to "get everyone excited so they don't look too closely at what is being sold and just buy, buy, buy!
@@moonlight2870, writes _"You're not expacting him to put his own system DOWN, do you?"_
Of course not, but I would like to see him discuss the system without all the hype. Hype is what you use when you have no substance and to me this all looks like hype.
Bought!
Can I recommend that you simply change the name from "mana" to "spell" points. Mana has such a video gamey vibe to it. It completely takes me out of the feel for the game, plus the name has associations to Oceanian religions. It's a little suggestion, but one I think is worth considering.
Rolling a 17 to hit in D&D is exciting if you need a 17 (or higher) on a d20 🤣
Stop saying #3d20 and perhaps say 4d20 instead! 😂 (if you know, you know, not a 420 joke btw)
I literally started on one side of the spectrum when I first heard of this game, but as timed progressed and I learned more, I am interested in the final product. It seems interesting. Though I still feel 4 Action Points a turn is too many.
4 is like, the same as 5e right now... 1 Action, 1 Bonus Action, 1 Reaction, 1 Movement. except now you dont "have" to waste anything because youre already where you want to be, your class doesnt have BA, etc etc...
I heavily monitored and evaluated if I should go to 3 instead of 4… but man o man… 4 is just too perfect to not do that! Thank you for your growing interest 👌🏼💜
@@descrom683 , yeah, and that could be tedious and cumbersome, or overwhelming to folks new to the game/edition. Though this (DC20) is more streamlined.
@@TheDungeonCoach , 2; 3, there's always homebrew 😃
And if I am not mistaken, we get more AP as we level?
The awesomeness comes from the fact that you get all your AP at the end of your turn and you use them to fuel your reactions in exchange for what you can do in your turn.
4th Edition was closer to this 4AP system because you could trade down your actions. You can trade your move down to a minor (bonus), you can trade your standard (one action, spell/attack) for a move or a minor. Thus you could have three minor actions. DC20 simplifies this in an elegant way.