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Thoughtbot360
2007-02-12, 02:31 PM
Hi,

I was wondering, how many actions can a char have in a single round?

I mean there are standard actions, move-equalent actions and wtf is a partial action?

Do you have a move-equ. and a standard action, plus free action and then you're done? And what about Hasted and Slow chars?

Thomas
2007-02-12, 02:40 PM
There's no such thing as a partial action anymore.

You get one full-round action OR a standard action and a move action. A standard action can be exchanged for another move action, but not the other way around. If you do not actually MOVE during any of your actions (move actions can be a lot of things), you also get a 5-foot "adjustment" (move one square; doesn't provoke AoOs). This adjustment can even be taken between attacks in a full attack.

Hasted characters don't get extra actions, just an extra attack on full attacks. Slowed characters get, as the spell very clearly and explicitly says, one move action or standard action.

This is all explained in the PHB. (And probably the SRD, too, though that's a crummy resource for learning the game.)

Edit:

You have unlimited free actions, subject to DM approval. You get one swift action per round, but swift actions are very specific things (mostly various spells and some special abilities are cast or used as swift actions; Quickened Spells, for instance). Immediate actions... ****, I don't remember how those work. You can take them on anyone else's turns, but I forget what the limitations are.

Bryn
2007-02-12, 02:40 PM
In a turn, you either take two Move (or move-equivalent) actions, one Standard and one Move action, or a Full-round action. In addition to these, you can take as many free actions as you like. All these actions are taken on your turn in the initiative order, and can be done in any order you like.

If you have the right books, there are also Swift actions and Immediate actions. You can only take one of either of these each round (IIRC), and they don't take away from any of the other actions you take. Swift actions must be taken on your turn, whereas Immediate actions can be taken even when it isn't your turn.

Hasted characters can make one more attack on a Full attack, and get a load of other bonuses. Slowed characters can only take one Move or Standard action (not both) a turn, and take some penalties.

Edit: Curse the simu-ninjas to an eternal rain of poorly edited splatbooks!

Thomas
2007-02-12, 02:42 PM
*gets hit on the head by a falling Dragons of Faerūn*

Josh Inno
2007-02-12, 02:49 PM
Free actions can only be taken up to the number of times a DM allows. Certain character builds require you to be able to take multiple free actions in the same round to come off right, so make sure your players know to check with you if they start making builds like that.

For example, how many times per round will you let someone draw a dagger if they are a dagger throwing specialist with quick draw? Or re-load a light crossbow if they have the feat that lets you do it as a free action?

I once saw a build that relied on being able to draw 6 weapons in a single turn, all as free actions (due to quick draw).

Chris_Chandler
2007-02-12, 02:53 PM
Quoth the SRD:


Standard Action

Attack (melee)
Attack (ranged)
Attack (unarmed)
Activate a magic item other than a potion or oil
Aid another
Bull rush
Cast a spell (1 standard action casting time)
Concentrate to maintain an active spell
Dismiss a spell
Draw a hidden weapon (see Sleight of Hand skill)
Drink a potion or apply an oil
Escape a grapple
Feint
Light a torch with a tindertwig
Lower spell resistance
Make a dying friend stable (see Heal skill)
Overrun No
Read a scroll
Ready (triggers a standard action)
Sunder a weapon (attack)
Sunder an object (attack) M
Total defense
Turn or rebuke undead
Use extraordinary ability
Use skill that takes 1 action
Use spell-like ability
Use supernatural ability


Move Action

Move
Control a frightened mount
Direct or redirect an active spell
Draw a weapon
Load a hand crossbow or light crossbow
Open or close a door
Mount a horse or dismount
Move a heavy object
Pick up an item
Sheathe a weapon
Stand up from prone
Ready or loose a shield
Retrieve a stored item


Full-Round Action

Full attack
Charge
Deliver coup de grace
Escape from a net
Extinguish flames
Light a torch
Load a heavy or repeating crossbow
Lock or unlock weapon in locked gauntlet
Prepare to throw splash weapon
Run
Use skill that takes 1 round
Use touch spell on up to six friends
Withdraw


Free Action

Cast a quickened spell
Cease concentration on a spell
Drop an item
Drop to the floor
Prepare spell components to cast a spell
Speak


No Action

Delay
5-foot step


Here's a good definition for a partial action:

"As a general rule, you can do as much with a partial action as you could with a standard action minus a move." (PHB, page 127). That is: Partial action = standard action - move.

This is 3.0, though.

Generally speaking, you have a standard action, and a move action per round (or two move actions). Likewise you (basically) have an unlimited number of free action (within reason). You also have 1 swift action, which is the in between for a move-action and a free action. Swift actions are rare. You can also make 1 immediate action when it isn't your initiative - also rare.

You may instead of a standard+move, make a full-round action.

I think that covers it.

clericwithnogod
2007-02-12, 03:06 PM
You have in any given round:

1) Free Actions - No limit, but DMs are free to say for example, that you can't use quick draw to draw and drop dozens of things in a round.

2) Swift Action: 1 per round, unless you used an Immediate Action between your previous and current turn.

3a) Move Action and Standard Action

or

3b) Full-Round Action

4) Some actions aren't Actions at all and you can just do them. Speaking, for example, can be done any time.

So, you could:
Stand from Prone using the Kip Up ability (Free Action)
Drop the torch you're holding (Free Action)
Cast a Swift Spell (Swift Action)
Rage (Not an action, but can normally only be initiated on your turn)
Draw a Dagger (Free Action with Quick Draw)
Throw Dagger at +16 BAB as Part of a full attack
Draw your sword (Free Action with Quick Draw)
Hit something at +11 BAB as part of a full attack
Drop your sword (Free Action)
Draw another Dagger (Free Action with Quick Draw)
Throw Dagger at +6 BAB as part of a full attack action
Draw your morningstar (Free Action with Quick Draw)
Hit something at +1 BAB as part of a full attack action
Drop the Morningstar (Free Action)
Draw another sword to use next round (Free Action with Quick Draw)
Make a 5' step (you can always take a 5' step if you don't Move as your Move Action or move as part of your other actions without it counting as an action)
All the while make bad puns.

If you're hasted, you get one additional attack as part of your full attack action.

Thoughtbot360
2007-02-12, 07:37 PM
Thank you all for the information. I really appreciate it. I've been hoping to start a 3.5 campaign with spell-creating rules from the Elements of Magic e-book. (http://www.youtube.com/watch?v=J1XGgL25J3k)
...Oh wait that was the wrong link! I meant this one: (http://enworld.rpgnow.com/product_info.php?products_id=2699&) And I was having trouble understanding this rule from my old 3.0 edition rulebook.

whoring myself to E.N. publishing and random Youtube video submitters,
-Thoughtbot

Ninja Chocobo
2007-02-13, 12:15 AM
Edit button is your friend.

Viscount Einstrauss
2007-02-13, 12:21 AM
I just got a crazy idea.

Yes... yes, and finally a good build for a TWF...

Charged weapons, yes, yes...

Lots of them, all light, kept in several sheathes, with quick draw...

Ha! Yes, it's perfect! A TWF that can, by level 20, effectively hit you with 7 spells in a full attack! It's the cheapest, stupidest melee build ever!

Quietus
2007-02-14, 06:13 AM
I can imagine it now... a full selection of daggers that carry Shocking Grasp. Or Vampiric Touch.

TWF all the way, spell storing, with an accurate ranged attack. Or go one better; Make it a thri-keen. Double the attacks, almost!

GMWF = 3x3 attacks, +4 for primary hand = 13 attacks in a round. All of which can carry some kind of heavy damage effect. Fun!