Tell me about D&D 4th edition

I think my explanation makes at least some sense; it offers a framework for explaining why combat techniques and magical spells are dealing with the same resulting effect.

I think your approach would work, and might be interesting to try.

It’s worth noting, I think, that I as gamemaster feel free to modify any and all rules to suit my preferences - in 4E or in any other game. For example, the default rules for flanking say that a creature is only flanked if it has two opponents on opposite sides, and that you only get the flanking benefit if you have someone on the opposite side from you. This is dippy; say you have a goblin with three players surrounding it, one in front, one behind and one to the side. Per the rules as written, the players in front and back get the benefit of flanking, the one to the side does not.

So I decided that “flanked” is a condition that applies to a target when it has enemies surrounding it. This applies to both players and enemies.

The analogy just looks a little fuzzy because we’re flipping between a real-time environment and a turn based environment. I don’t think of the gaps between bursts of fire in SC2 as a cooldown, I would say that the attack action takes that much time to execute. Basically, SC2 units are constantly attacking - they just don’t actually fire if nothing’s in range, and the game only animates/calculates it every so often.

I don’t equate basic attack with default action. Default attack, sure. But not default action.