Kioran
2007-10-29, 02:56 PM
Hi everyone!
Based on the general strengthsand weaknesses of 3rd Edition and the forthcoming 4th, and my generally low opinion of 4th and the intent of it´s design, I´ve decided, somewhat ambitiously, to rewrite the 3rd Edition PHB, at least in parts. And that altered set of rules should, If I ever finish, fit neatly with each other, instead of being a series of seperate houserules. No, quite to the contrary, my humble self will try for a more holistic approach. I will try to update this thread several times weekly, and any well founded criticism is always welcome, especially grammar, spelling or layout, since it should be easy to read, and the current format does not feel quite right to me.
Now in order to understand some of my changes, one first needs to consider the basic mechanics I´ll alter. At it´s core: Combat rules. Today, I´ll present:
Actions in Combat,revised
First off, I´ll base this on the article in SRD: Source (http://www.d20srd.org/srd/combat/actionsInCombat.htm)
The Combat Round
Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.
Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
Action Types
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: standard actions, move actions, full-round actions, free actions, swift actions, and immediate actions.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.
Standard Action
A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Standard Actions for other standard actions.
Move Action
A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Move Actions.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
Full-Round Action
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.
Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.
Immediate Action
An immediate action is very similar to a swift action, but can be performed at any time — even if it's not your turn.
Not an Action
Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else.
Restricted Activity
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
This, essentially, will remain as is, with two changes:
Restricted Activity
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions and one swift action, as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn, plus up to two additional swift actions in stead of their Standard/move action.
Changes bolded for emphasis. Now, what I intended with this is to incorporate the swift action, one of the good things the XPH brought us, into normal, turn-by-turn tactics. It will play a more important part in combat, and not just for Martial adepts, casters and psions. But more on that later.
What changes will be the type of Actions you can perform:
Standard Actions
Attack
Making an attack is a standard action.
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. See also: Fighting Defensively as a Full-Round Action.
Cast a Spell
Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a move action.
Note: You retain your Dexterity bonus to AC while casting.
Concentrating to Maintain a Spell
Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends.
Dismiss a Spell
Dismissing an active spell is a standard action that doesn’t provoke attacks of opportunity.
Activate Magic Item
Many magic items don’t need to be activated. However, certain magic items need to be activated, especially potions, scrolls, wands, rods, and staffs. Activating a magic item is a standard action (unless the item description indicates otherwise).
Use Special Ability
Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability.
Spell-Like Abilities
Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.
Supernatural Abilities
Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.
Total Defense
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can’t make attacks of opportunity while using total defense.
Start/Complete Full-Round Action
The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.
The changes I´d make, at this juncture, only concern the available actons, not their resolution, which gets attention later on. However, this time, Total Defense gets the axe. It will be replaced by something different entirely, as you will see later on.
The other big change, and I´ll reveal it at this early juncture, is that AoOs are no more - they are to be replaced by a different mechanic.
Move Actions
Move
The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).
Accelerated Climbing
You can climb one-half your speed as a move action by accepting a -5 penalty on your Climb check.
Crawling
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl.
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.
Ready or Loose a Shield
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move.
Dropping a carried (but not worn) shield is a free action.
Manipulate an Item
In most cases, moving or manipulating an item is a move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Move Actions.
Direct or Redirect a Spell
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.
Stand Up
Standing up from a prone position requires a move action and provokes attacks of opportunity.
Mount/Dismount
Mounting or dismounting requires a move action.
Fast Mount or Dismount
You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a move action instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round.)
Most of this is okay as it stands. I´ve removed the stupid "from a steed" behind the Mount/dismount action. What will change is that I´m adding actions:
Pressing the attack
If a character decides to press the attack, he may make another Attack at his BAB -5. He may make another 5-foot-step before making that second attack, provided he hasn´t done so already (or is ready to expend his swift action, see below).
This replaces the ill-fated full Attack
Set up an attack
The character may also use his move action to gather mentally for a vicious attack. In order to do that, he has to make a DC 10 Focus checks. The next attack this character makes does 1d6 additional damage of the same type, plus an additional d6 for every ten points he Check exceeds the DC. This is a Focus Bonus.
This will be a new, sensible way to use that unneeded move action, but introduces a new skill that is highly useful for many melee types, allthough there will be feats to work around this.
Prepare defense
This character may make an additional block this round, and receives a +2 Focus Bonus to AC and his next blocking roll. This Bonus stacks with itself, expressly allowing character to receive a greater bonus if he also uses a Standard action to prepare for defense.
Now this is new. Your character can, under the new system, block attacks(as a swift action, usually). This action lets you Focus on this means of defense, and is more useful than simply converting your actions to swift ones, reflecting the higher value of swift actions.
To be continued.
Synopsis for this day
Under this new system, I hope to offer the characters a greater variety of normal actions to choose from which are not class specific. This upgrades the worth of move Actions and Swift actions, especially for non-casters.
The one thing Martials lose is the Full Attack. It survives, albeit in a somewhat weaker form, as pressing the attack, but now that there are more different uses for move actions, if is not the only options. Not being forced to move in combat is, and should remain an advantage still.
In the next issue, I´ll turn towards Swift and full actions, and, quite possibly towards the suppression vs. Skirmish system which will replace the AoOs.
Based on the general strengthsand weaknesses of 3rd Edition and the forthcoming 4th, and my generally low opinion of 4th and the intent of it´s design, I´ve decided, somewhat ambitiously, to rewrite the 3rd Edition PHB, at least in parts. And that altered set of rules should, If I ever finish, fit neatly with each other, instead of being a series of seperate houserules. No, quite to the contrary, my humble self will try for a more holistic approach. I will try to update this thread several times weekly, and any well founded criticism is always welcome, especially grammar, spelling or layout, since it should be easy to read, and the current format does not feel quite right to me.
Now in order to understand some of my changes, one first needs to consider the basic mechanics I´ll alter. At it´s core: Combat rules. Today, I´ll present:
Actions in Combat,revised
First off, I´ll base this on the article in SRD: Source (http://www.d20srd.org/srd/combat/actionsInCombat.htm)
The Combat Round
Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.
Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
Action Types
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: standard actions, move actions, full-round actions, free actions, swift actions, and immediate actions.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.
Standard Action
A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Standard Actions for other standard actions.
Move Action
A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Move Actions.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
Full-Round Action
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.
Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.
Immediate Action
An immediate action is very similar to a swift action, but can be performed at any time — even if it's not your turn.
Not an Action
Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else.
Restricted Activity
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
This, essentially, will remain as is, with two changes:
Restricted Activity
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions and one swift action, as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn, plus up to two additional swift actions in stead of their Standard/move action.
Changes bolded for emphasis. Now, what I intended with this is to incorporate the swift action, one of the good things the XPH brought us, into normal, turn-by-turn tactics. It will play a more important part in combat, and not just for Martial adepts, casters and psions. But more on that later.
What changes will be the type of Actions you can perform:
Standard Actions
Attack
Making an attack is a standard action.
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. See also: Fighting Defensively as a Full-Round Action.
Cast a Spell
Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a move action.
Note: You retain your Dexterity bonus to AC while casting.
Concentrating to Maintain a Spell
Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends.
Dismiss a Spell
Dismissing an active spell is a standard action that doesn’t provoke attacks of opportunity.
Activate Magic Item
Many magic items don’t need to be activated. However, certain magic items need to be activated, especially potions, scrolls, wands, rods, and staffs. Activating a magic item is a standard action (unless the item description indicates otherwise).
Use Special Ability
Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability.
Spell-Like Abilities
Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.
Supernatural Abilities
Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.
Total Defense
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can’t make attacks of opportunity while using total defense.
Start/Complete Full-Round Action
The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.
The changes I´d make, at this juncture, only concern the available actons, not their resolution, which gets attention later on. However, this time, Total Defense gets the axe. It will be replaced by something different entirely, as you will see later on.
The other big change, and I´ll reveal it at this early juncture, is that AoOs are no more - they are to be replaced by a different mechanic.
Move Actions
Move
The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).
Accelerated Climbing
You can climb one-half your speed as a move action by accepting a -5 penalty on your Climb check.
Crawling
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl.
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.
Ready or Loose a Shield
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move.
Dropping a carried (but not worn) shield is a free action.
Manipulate an Item
In most cases, moving or manipulating an item is a move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Move Actions.
Direct or Redirect a Spell
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.
Stand Up
Standing up from a prone position requires a move action and provokes attacks of opportunity.
Mount/Dismount
Mounting or dismounting requires a move action.
Fast Mount or Dismount
You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a move action instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round.)
Most of this is okay as it stands. I´ve removed the stupid "from a steed" behind the Mount/dismount action. What will change is that I´m adding actions:
Pressing the attack
If a character decides to press the attack, he may make another Attack at his BAB -5. He may make another 5-foot-step before making that second attack, provided he hasn´t done so already (or is ready to expend his swift action, see below).
This replaces the ill-fated full Attack
Set up an attack
The character may also use his move action to gather mentally for a vicious attack. In order to do that, he has to make a DC 10 Focus checks. The next attack this character makes does 1d6 additional damage of the same type, plus an additional d6 for every ten points he Check exceeds the DC. This is a Focus Bonus.
This will be a new, sensible way to use that unneeded move action, but introduces a new skill that is highly useful for many melee types, allthough there will be feats to work around this.
Prepare defense
This character may make an additional block this round, and receives a +2 Focus Bonus to AC and his next blocking roll. This Bonus stacks with itself, expressly allowing character to receive a greater bonus if he also uses a Standard action to prepare for defense.
Now this is new. Your character can, under the new system, block attacks(as a swift action, usually). This action lets you Focus on this means of defense, and is more useful than simply converting your actions to swift ones, reflecting the higher value of swift actions.
To be continued.
Synopsis for this day
Under this new system, I hope to offer the characters a greater variety of normal actions to choose from which are not class specific. This upgrades the worth of move Actions and Swift actions, especially for non-casters.
The one thing Martials lose is the Full Attack. It survives, albeit in a somewhat weaker form, as pressing the attack, but now that there are more different uses for move actions, if is not the only options. Not being forced to move in combat is, and should remain an advantage still.
In the next issue, I´ll turn towards Swift and full actions, and, quite possibly towards the suppression vs. Skirmish system which will replace the AoOs.