nonsi
2011-06-18, 02:16 AM
We all know what noncasters are “starved” for……………: ACTIONS
The 3e action system makes all martial classes lose the action economy race at the mid-high levels before it even starts.
Here’s a handful of rules to help them make better use of their actions, plus some more options.
I’m not kidding myself that there could be full equilibrium without spellpower – but without spellpower, I believe this is as close as one can get.
Attacks Sequence & Movement:
- Making all your melee or range attacks from where you stand (including against multiple targets within reach/range) takes a standard action.
- Also, as a full round action, you can make use of all your attacks while moving up to your speed, targeting anyone within reach you see fit to attack. Your movement provokes AoOs as normal.
- Upon Gaining 3 attacks per round, you can spend a standard action to make a single attack while moving up to your speed. You may also make a single attack from where you stand as a move-action.
- TWF and extra attacks granted by the Monk's FoB are both applicable in any attack sequence that takes a standard-action or longer - moving or not.
Redefined Actions:
- A standard action can be replaced with 2 move actions or a 2nd swift action.
- A move action can be substituted for a 5ft-step, trading distance for avoiding AoOs.
- Total Defense consumes a standard action. Your remaining move action takes a full round action to execute.
Foil Action:
One can ready an action to foil someone else's action (single).
Foil Action allows a movement of up to 1/2 one's speed and making an attack against a creature.
Foil Action allows disruption of any of the following actions:
- Attack sequence
- Casting of a spell
- Activating a device (magical or otherwise)
- Consuming edible/drinkable substance
- Using any of the following skills: Balance, Climb, Escape Artist, Handle Animal, Perform, Ride and Swim.
You make an attack roll. If the attack hits, the creature's action fails (movement is halted, spells fizzle, attack is cancelled, etc). The movement provokes AoOs as normal, but the attack doesn't.
And a handful of useful action/mobility associated feats:
Armor Mastery: Medium [General]
Requirements: BAB +4, STR 15+, Medium Armor Proficiency
Benefit: Medium armor no longer hinders your base land speed and your max-DEX increases by +1 when wearing any type of light/medium armor.
Armor Mastery: Heavy [General]
Requirements: BAB +9, STR 19+, Heavy Armor Proficiency, Armor Mastery (medium)
Benefit: Heavy armor no longer hinders your base land speed and your max-DEX increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
Close Combat Archery [General]
Requirements: BAB +6, Precise Shot, Shot on the Run
Benefit: You can attack with a Bow (any type) or tossed objects even while threatened and not provoke AoOs.
Covering Fire [General]
Requirements: Base Ref Save +3, Weapon Proficiency (any bow / crossbow), Rapid Shot / Rapid Reload (respectively)
Benefit: As a swift action, you can designate a 60-degree cone area within your weapon's range increment or 30ft (whichever's greater) where you can react to opponents' movement or attack. If the opportunity arises and your shot hits, the target suffers -10ft penalty to its speed or -2 on its next attack (depending on the action that triggered your attack), and cannot take swift/immediate actions until after its next turn.
Mobile Assault [General]
Requirements: Dodge, Mobility
Benefit: When making full round multiple attacks you may take 5ft steps before, in between and after each attack, as long as the total distance doesn’t exceed your base movement speed. You may take two 5ft steps in a row, trading your attack for your second 5ft step.
The 3e action system makes all martial classes lose the action economy race at the mid-high levels before it even starts.
Here’s a handful of rules to help them make better use of their actions, plus some more options.
I’m not kidding myself that there could be full equilibrium without spellpower – but without spellpower, I believe this is as close as one can get.
Attacks Sequence & Movement:
- Making all your melee or range attacks from where you stand (including against multiple targets within reach/range) takes a standard action.
- Also, as a full round action, you can make use of all your attacks while moving up to your speed, targeting anyone within reach you see fit to attack. Your movement provokes AoOs as normal.
- Upon Gaining 3 attacks per round, you can spend a standard action to make a single attack while moving up to your speed. You may also make a single attack from where you stand as a move-action.
- TWF and extra attacks granted by the Monk's FoB are both applicable in any attack sequence that takes a standard-action or longer - moving or not.
Redefined Actions:
- A standard action can be replaced with 2 move actions or a 2nd swift action.
- A move action can be substituted for a 5ft-step, trading distance for avoiding AoOs.
- Total Defense consumes a standard action. Your remaining move action takes a full round action to execute.
Foil Action:
One can ready an action to foil someone else's action (single).
Foil Action allows a movement of up to 1/2 one's speed and making an attack against a creature.
Foil Action allows disruption of any of the following actions:
- Attack sequence
- Casting of a spell
- Activating a device (magical or otherwise)
- Consuming edible/drinkable substance
- Using any of the following skills: Balance, Climb, Escape Artist, Handle Animal, Perform, Ride and Swim.
You make an attack roll. If the attack hits, the creature's action fails (movement is halted, spells fizzle, attack is cancelled, etc). The movement provokes AoOs as normal, but the attack doesn't.
And a handful of useful action/mobility associated feats:
Armor Mastery: Medium [General]
Requirements: BAB +4, STR 15+, Medium Armor Proficiency
Benefit: Medium armor no longer hinders your base land speed and your max-DEX increases by +1 when wearing any type of light/medium armor.
Armor Mastery: Heavy [General]
Requirements: BAB +9, STR 19+, Heavy Armor Proficiency, Armor Mastery (medium)
Benefit: Heavy armor no longer hinders your base land speed and your max-DEX increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
Close Combat Archery [General]
Requirements: BAB +6, Precise Shot, Shot on the Run
Benefit: You can attack with a Bow (any type) or tossed objects even while threatened and not provoke AoOs.
Covering Fire [General]
Requirements: Base Ref Save +3, Weapon Proficiency (any bow / crossbow), Rapid Shot / Rapid Reload (respectively)
Benefit: As a swift action, you can designate a 60-degree cone area within your weapon's range increment or 30ft (whichever's greater) where you can react to opponents' movement or attack. If the opportunity arises and your shot hits, the target suffers -10ft penalty to its speed or -2 on its next attack (depending on the action that triggered your attack), and cannot take swift/immediate actions until after its next turn.
Mobile Assault [General]
Requirements: Dodge, Mobility
Benefit: When making full round multiple attacks you may take 5ft steps before, in between and after each attack, as long as the total distance doesn’t exceed your base movement speed. You may take two 5ft steps in a row, trading your attack for your second 5ft step.