| Theaitetos |
Errata:
Page 446: The first paragraph of Gaining and Losing Actions has been updated to make stunned with a value play better. Previously, it could be much stronger to stun a creature on its turn than on your own.
”Quickened, slowed, and stunned are the primary ways you can gain or lose actions. The rules for how this works appear on page 415. All these conditions alter how many actions you regain at the start of your turn. Gaining quickened or slowed on your turn doesn’t adjust your actions that turn. If you get stunned on your turn, first complete any action or activity you’re in the middle of. If the stunned condition has a value, lose remaining actions to reduce your stunned value rather than waiting until your next turn.”
Haste now provides additional safety against gaining the Stunned condition on your turn, because the rules allow you to choose which Action to lose:
Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the haste spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while haste was active, you might want to lose the action from haste first, since it's more limited than your normal actions.
For example, if your Fighter is Hasted/Quickened then he can use Overwhelming Blow and immediately recover from the Stunned condition! He would still be off-guard - but not stunned! - and can take reactions as normal!
| Finoan |
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As for balance concerns, I am fine with this.
One, this is best done with teamwork - the party's spellcaster is the one casting Haste on the Fighter - rather than having one character trying to do it all. And teamwork is supposed to be more powerful than anything a character can do on their own.
There are also some items that can give the Quickened condition. The best option that I can see is Propulsive Boots. Everything else is either Rare, a banner that affects your allies, or something that is circumstantial to activate rather than something you could reliably do on command (like Frenzied Quintessence).
But in all of these cases, you are giving up the benefits of the Quickened condition in order to allow your Fighter to use their reaction before the start of their next turn. Which is not bad. But it is also not overpoweringly good. There are significant costs involved that make this into an interesting tactical tradeoff scenario.