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View Full Version : D&D 3.x Other Multiple Actions and Multiple Attacks (inspired by PF-II)



nonsi
2019-07-20, 02:20 PM
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A few months back I’ve encountered Pathfinder II and was especially intrigued by the breakdown of everyone’s turn into 3 actions.
I gave it some thought how one could reconcile 3e’s expanded approach (standard/move/full-round + iteratives + swift/immediate actions).
In favor of gaining the most out of actions and options and streamlining things for all characters and monsters, and for the sake of the flow of battle, this is what I came up with and I’m curious if this could work for 3.Xe.


When your turn comes, you have a total of 3 action units. In addition, you’re entitled to a single reaction in between your turns.
Different actions in combat require different exertions of effort, as detailed below:


A single action can be taken to perform any of the following:


- Make a single attack (melee/unarmed/natural/bow)
- Move (provokes, unless it’s a 5’-step)
- Combat Maneuver: Disarm, Feint, Sunder, trip
- Cast a “Swift” spell (provokes an AoO)
- Retrieve an item (provokes)
- Use an item (might provoke – depends upon usage. E.g. drinking a potion provokes)
- Ready an action
- Drop prone
- Take cover
- Verbal communication (up to 5 words)
- Mount/Dismount
- Consume a potion or use oil (provokes)
- Concentrate to maintain a spell
- Dismiss a spell
- Control frightened mount
- Direct/redirect an active spell
- Draw a weapon (can be taken as part of moving with Quick Draw)
- Draw a hidden weapon (with Quick Draw)
- Load a hand X-bow or light X-bow
- Open/close a door



2 actions are required to:


- Cast a “Standard Action” spell (provokes)
- Make a full attack with natural weapons
- Charge (move at your speed)
- Combat Maneuver: Bull Rush, Grapple
- Make 3 consecutive movements in a straight line (hustle) (provokes)
- Overrun (move up to your speed)
- Read a scroll (provokes)
- Total defense
- Turn/Rebuke undead
- Use spell-like ability
- Use supernatural ability
- Light a torch with a tindertwig (provokes)



3 actions are required to:


- Cast a “Full Round Action” spell
- Charge (move at twice your speed)
- Deliver a Coup-de-Grace
- Escape from a net (provokes)
- Extinguish flames (provokes)
- Light a torch (provokes)
- Load a heavy or repeating crossbow
- Lock or unlock weapon in locked gauntlet
- Make 5 consecutive movements (running) in a straight line (provokes)
- Overrun (move up to twice your speed)
- Pounce with natural weapons
- Prepare to throw splash weapon
- Use touch spell on up to six friends



In addition, there are things that you can do without it coming at the expense of your 3-per-round actions:

Free actions:


- Drop an item
- Verbal communication (up to 2 words, once per round)
- Delay your actions. No “I take it back” option. Once declared you lose at least one position in the initiative cycle.



Reactions:


- Make an AoO (yes – no multiple AoOs anymore… for anyone… under any circumstances)
- Verbal communication (1 word). May be taken with another immediate action)
- Drop prone
- Parry (block/deflect/dodge) an attack by beating the opponent’s attack roll.




Skills and Action-Toll:


Skill Action-Units
=====================================
- Appraise --
- Balance 1
- Bluff 1
- Climb 2 (1 with racial climb speed)
- Concentration 1
- Craft --
- Decipher Script --
- Diplomacy --
- Disable Device 2
- Disguise --
- Escape Artist 2
- Forgery --
- Gather Information --
- Handle Animal 1
- Heal 2
- Hide 1
- Intimidate 1
- Jump 1 (2 with running start)
- Knowledge 1 (identify monster)
- Listen 1 if active. None if passive
- Move Silently 1 (may be taken as part of hiding action)
- Open Lock 2
- Perform --
- Profession --
- Ride 1
- Search 2
- Sense Motive None (passive)
- Sleight Of Hand 1
- Speak Language --
- Spellcraft varies
- Spot None (passive)
- Survival 1 (tracking)
- Swim 2 (1 with swim speed)
- Tumble 1
- Use Magic Device varies (depending of the device’s operation mode)
- Use Rope 2