Johaan05
2018-12-21, 04:16 PM
Hello Everyone,
First time post, and a huge fan of the base of players here. I wanted to kick around some houserules I've come up with that emulate the 3 action rounds that is presented in the Pathfinder Playtest. Obviously these are minor and any true 3 action system would have to be baked in when designed. The goal is to allow more options to players and monsters yet not overshadow much of certain classes special abilities. These suggestions do not change the 1 Reaction per turn.
Currently every player gets = Action (w/Extra Attacks) // Bonus Action // Move Action. I propose giving up the Bonus or Move for other options listed below
| Action + "Double Action" | Give up your Bonus and Move actions to get a "Double Action".
This can be used to do anything an Action can accomplish except the Extra Attack ability & movement (see below).
This "Double Action" would cause any Weapon/Spell attack to be at Disadvantage. Any spell saving throw is made with Advantage.
Use an Item also is at Disadvantage as applicable (Wand spells save at advantage etc…)
Casting a "Double Action" spell is still limited to a cantrip [pg.202] and attacks or saves are similarly affected as above. (unless your DM allows higher like Critical Role)
| Action + Bonus + "Extra Bonus" | Give up your Move action to get a "Extra Bonus". This has the same limitations as the "Double Action" in regards to Disadvantage on attacks and spells.
However the operation of spells and effects that take a Bonus action without an attack or save (e.g. Heat Metal damage) operate as normal.
Also I am proposing 2 other uses of your Bonus action and Move action to enable more options to players.
| Action + "Sprint Bonus" + Move | Exchange your Bonus action for a "Sprint Bonus". Move an additional 10'.
You cannot take this if your total move available is not at least 21'. Any effect that reduces your speed to 20' or less prevents this Bonus action.
Reduction in speed due to difficult terrain or other obsticles will not prevent the use of "Sprint Bonus".
| Action + Bonus + "Tactical Move" | Exchange your Bonus action for a "Tactical Move". Disengage 10'. This has the same limitations as the "Sprint Bonus".
| Action + "Sprint Bonus" + "Tactical Move" | When combined, the "Tactical Move" will not provoke Attacks of Opportunity but the "Sprint Bonus" will.
These items should not overshadow any class abilities. The "Tactical Move" Disengage option is less than the Rogue's Cunning Action. The "Sprint Bonus" is does not outshine a class' fast Movement and stacks with the same. Any combat where a person can plant their feet allows more attacking to happen. Spellcasters can have more options in a round but do not have any guarantees, and are still limited to cantrips. Spells that are buffs/healing or have no saves are favored in this system, since there would be no Disadvantage to a Healing Word.
Lets constructively discuss these options, or direct me to another tested version to review. I appreciate everyone's time and effort.
First time post, and a huge fan of the base of players here. I wanted to kick around some houserules I've come up with that emulate the 3 action rounds that is presented in the Pathfinder Playtest. Obviously these are minor and any true 3 action system would have to be baked in when designed. The goal is to allow more options to players and monsters yet not overshadow much of certain classes special abilities. These suggestions do not change the 1 Reaction per turn.
Currently every player gets = Action (w/Extra Attacks) // Bonus Action // Move Action. I propose giving up the Bonus or Move for other options listed below
| Action + "Double Action" | Give up your Bonus and Move actions to get a "Double Action".
This can be used to do anything an Action can accomplish except the Extra Attack ability & movement (see below).
This "Double Action" would cause any Weapon/Spell attack to be at Disadvantage. Any spell saving throw is made with Advantage.
Use an Item also is at Disadvantage as applicable (Wand spells save at advantage etc…)
Casting a "Double Action" spell is still limited to a cantrip [pg.202] and attacks or saves are similarly affected as above. (unless your DM allows higher like Critical Role)
| Action + Bonus + "Extra Bonus" | Give up your Move action to get a "Extra Bonus". This has the same limitations as the "Double Action" in regards to Disadvantage on attacks and spells.
However the operation of spells and effects that take a Bonus action without an attack or save (e.g. Heat Metal damage) operate as normal.
Also I am proposing 2 other uses of your Bonus action and Move action to enable more options to players.
| Action + "Sprint Bonus" + Move | Exchange your Bonus action for a "Sprint Bonus". Move an additional 10'.
You cannot take this if your total move available is not at least 21'. Any effect that reduces your speed to 20' or less prevents this Bonus action.
Reduction in speed due to difficult terrain or other obsticles will not prevent the use of "Sprint Bonus".
| Action + Bonus + "Tactical Move" | Exchange your Bonus action for a "Tactical Move". Disengage 10'. This has the same limitations as the "Sprint Bonus".
| Action + "Sprint Bonus" + "Tactical Move" | When combined, the "Tactical Move" will not provoke Attacks of Opportunity but the "Sprint Bonus" will.
These items should not overshadow any class abilities. The "Tactical Move" Disengage option is less than the Rogue's Cunning Action. The "Sprint Bonus" is does not outshine a class' fast Movement and stacks with the same. Any combat where a person can plant their feet allows more attacking to happen. Spellcasters can have more options in a round but do not have any guarantees, and are still limited to cantrips. Spells that are buffs/healing or have no saves are favored in this system, since there would be no Disadvantage to a Healing Word.
Lets constructively discuss these options, or direct me to another tested version to review. I appreciate everyone's time and effort.