Segev
2014-02-25, 02:33 PM
Probably not, given Celerity et al, but still, a thought occurred to me about the nature of fighters, rogues, et al, and the eternal debate about what they could possibly be given to help them get a leg up without stepping into either "anime wannabe" territory or "but that's magic!" territory. And the latest thought I've had is this: actions.
We already see it to a degree in the way BAB leads to more attacks on a full attack. But that falls a little flat for a few reasons, not the least of which being that technically everybody gets BAB to some extent. (The others extend from here to the horizon and are left as an exercise to the reader to determine.)
So, then. We know that Swift actions have become one of the more valuable types, but that having more actions is, in general, a very powerful thing. So, I propose the following added class features. These are only for the Fighter and Rogue right now; further expansion to other classes that "need help" can be discussed after determining if there is balance to be found in this.
Fighter
Extra Action (Ex): Fighters train to optimize their motions and exert their bodies to the utmost, gaining the ability to act meaningfully more quickly and frequently than lesser-trained individuals. At third level, he rolls initiative twice, and may choose to act on either initiative tick he has rolled. At 5th level, on whichever initiative tick he did not choose to take his normal round's worth of actions, he may take an extra action. This extra action must be a swift action. At level 11, his options for this extra action expand to include move actions. By level 15, he may use his extra action for a swift, move, or standard action, and at level 20, the fighter is able to take a full round's worth of actions on each of his initiatives.
Rogue
Special Ability - Extra Swift Action (Ex): A rogue may learn this at any time he can pick up a new Special Ability due to his rogue class levels. The rogue is quick and nimble in mind and body, and gains an extra swift action each round. He may take this special ability multiple times; each time he does, he gains another swift action each round.
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These are deliberately hidden behind 5 and 10 levels of non-caster classes, in order to make them at least somewhat unattractive to casters.
So, how badly do these break things? Would a caster get ahold of them more usefully than a non-? Any other thoughts or comments?
We already see it to a degree in the way BAB leads to more attacks on a full attack. But that falls a little flat for a few reasons, not the least of which being that technically everybody gets BAB to some extent. (The others extend from here to the horizon and are left as an exercise to the reader to determine.)
So, then. We know that Swift actions have become one of the more valuable types, but that having more actions is, in general, a very powerful thing. So, I propose the following added class features. These are only for the Fighter and Rogue right now; further expansion to other classes that "need help" can be discussed after determining if there is balance to be found in this.
Fighter
Extra Action (Ex): Fighters train to optimize their motions and exert their bodies to the utmost, gaining the ability to act meaningfully more quickly and frequently than lesser-trained individuals. At third level, he rolls initiative twice, and may choose to act on either initiative tick he has rolled. At 5th level, on whichever initiative tick he did not choose to take his normal round's worth of actions, he may take an extra action. This extra action must be a swift action. At level 11, his options for this extra action expand to include move actions. By level 15, he may use his extra action for a swift, move, or standard action, and at level 20, the fighter is able to take a full round's worth of actions on each of his initiatives.
Rogue
Special Ability - Extra Swift Action (Ex): A rogue may learn this at any time he can pick up a new Special Ability due to his rogue class levels. The rogue is quick and nimble in mind and body, and gains an extra swift action each round. He may take this special ability multiple times; each time he does, he gains another swift action each round.
=====
These are deliberately hidden behind 5 and 10 levels of non-caster classes, in order to make them at least somewhat unattractive to casters.
So, how badly do these break things? Would a caster get ahold of them more usefully than a non-? Any other thoughts or comments?