| rarebit |
But the point is that just because of an eccentricity of the system you get this counter-narrative flaw where the later acting person gets a boost just because they get to do their "simultanious" action after the state has changed to them being adjancent to a target and it.
If you actually actually want to engage with the system and take the effect into account this could lead you to play in this weird unatural and not for any rational or in-story kind of reason.
It disincentivizes you from ever approaching non-adjacent enemies, especially un-engaged ones, making you favour ones which wont use stride anywaywhich all leads to disincentivizing melles attacks as whole.
You talk about "playing normally" and it being a hare-brained scheme to switch to a ranged weapon which is a "worse" option. But you're thinking too much in Plan A situations. Your bow is worse than your sword if everything else were equal; but it's not. If using your sword you have to risk ~20 damage to deal 20 damage, and with the bow you risk 0 damage to deal 10 damage, then the bow is better.
It is a hare brained scheme since in this case you are switching to ranged not because your skills with the weapon or because the range is more safe or tacticly viable. The enemy can also switch to range or just come next to you. Which is what you would want to bait them to do. No, the reason you would be switching here is only becausd a glitch in the action system.
- Many combats just don't start all that far away. Many combats start because someone openened the door to the next room.
Unless you start from a dialogue or stealth and backstab, you will need at least 1 action to close the distance.
Why should that be the "tactical option"?
Because players usually go and take turn immediately and they use the most apparant option, the weapon they have already drawn, the attack and combo they have build for.
Stride -> Attack -> Step seems like a good plan if you don't want to end your turn in melee range.
Then you give up two actions for movement and your opponent only needs to give up one.
All those decisions about wheather to risk it and go into the enemy frontline alone and take out their wizard or staying and protecting your own backline or even thinking about range penalties - now those are the kind of choices which come organically from the game itself and make the game more interesting. That is why I don't like muddling that with unintended consequences of the action economy
It's been discussed several times actually. The good news is, other people haven't been forced to play badly all this time and somehow been unable to notice. Quite a few people noticed, then adapted their playstyle.
So it sounds to me like everyone just agred that this is how things are and moved on. Even though it is a flaw of the system. In fact maybe because it is so ingrained in the 3 action turn that there is not much you can do as far as houseruling goes which could remove the problem.