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  1. - Top - End - #1
    Pixie in the Playground
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    Default partial actions for high initiative

    ok, a friend of mine came to my table with a weird build for a halfling. ive never ran into this till he showed up. he had an initiative modifier near the 20's and i think that its a worthless stat to try and boost.

    so my thinking is this:
    1. a full round action for each charecter on there initiative roll
    2. a partial action for each 15 points you roll that keeps you above 1
    ex. roll 27, full action at 27 partial at 12
    3. only quickend spells can be cast on parital action rounds(sry mages)
    4. sneak attacks only apply on full round actions
    5. spells with durations have there counter tic's at full action rounds not partials

    a partial action is either a move or standard attack

    i would appreciate any ideas on if this is a good idea or a bad one



    ex: for those wondering his feats were
    imp. initiative
    quick reconnoiter
    yondolla's sense
    blooded
    thug
    aggresive(trait)
    shakey(flaw)
    inattentive(flaw)
    Last edited by lilhowie624; 2011-09-29 at 11:04 PM.
    travel to the top of Bone HIll. enter the Temple of Elemental Evil. find the Lost Caverns of Tsojcanth. then Descend into the Depths of the Earth. battle the Queen of the Demonweb Pits. and enter her Land Beyond the Magic Mirror.

  2. - Top - End - #2
    Ogre in the Playground
     
    unosarta's Avatar

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    Default Re: partial actions for high initiative

    What exactly defines a Partial action? Like, they can have a single Swift, Move, or Standard action? Or only swift? Or an attack action or a swift action? How does this interact with Immediate actions?

    Other than those points, this seems like a fine houserule, but I would make it more like 20 away from 1, because a lot of people can roll 10 or higher, which would up the action economy by a lot.
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  3. - Top - End - #3
    Dwarf in the Playground
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    Default Re: partial actions for high initiative

    How about a partial action for every 10 you roll above 15? That way you get less mages as well since they tend to not boost their initiative (unless they do insightful divinations, but that's more or less of a feat or 2, requiring diviner or spell focus (divination) ). And a partial action could simply be a standard action, which would mean a single move or attack, or something similar.

  4. - Top - End - #4
    Firbolg in the Playground
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    Default Re: partial actions for high initiative

    I'm gonna skip all the arguments and speculation and cut this short by saying anything that potentially allows you to manipulate the action economy is bad. Something completely uncapped like this is going to be terrible.

    Please don't do it.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  5. - Top - End - #5
    Titan in the Playground
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    Default Re: partial actions for high initiative

    True but the least offender would be a single move action. Not standard, not a swift, not multiple move actions, not even the ability to combine it with your standard on the surprise round for a full round action. Just a move action. Hmm.. then people would use it and their high initiative to get full attacks on the first round (possibly with sneak attack). Unless you already allow pounce or similar anyway, that's still too strong. Other minor tricks include free quick draw anything, including scrolls or other random magic/alchemical objects as step 1 in some kind of combo.

    If you do allow pounce or standard action full attacks or whatever of similar power, I'd do it as beating the highest initiative by 10.
    Last edited by ericgrau; 2011-09-29 at 10:54 PM.
    So you never have to interrupt a game to look up a rule again:
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  6. - Top - End - #6
    Firbolg in the Playground
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    Default Re: partial actions for high initiative

    Quote Originally Posted by ericgrau View Post
    True but the least offender would be a single move action. Not standard, not a swift, not multiple move actions, not even the ability to combine it with your standard on the surprise round for a full round action. Just a move action. Hmm.. then people would use it and their high initiative to get full attacks on the first round (possibly with sneak attack). Unless you already allow pounce or similar anyway, that's still too strong. Other minor tricks include free quick draw anything, including scrolls or other random objects as step 1 in some kind of combo.

    If you do allow pounce or standard action full attacks or whatever of similar power, I'd do it as beating the highest initiative by 10.
    I'd maybe allow it as a specific ability for a specific class that isn't too strong even with it.

    But as a general system change? No. At most a minor boost to movement speed rather than a full extra move action.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  7. - Top - End - #7
    Pixie in the Playground
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    Default Re: partial actions for high initiative

    @unosarta
    a partial action is usually just a standard action or a move action. sry i didnt clearify this in the opening.

    @GunbladeKnight
    agreed ill edit it to say 15

    @Seerow
    thanks for the input didnt think of that a cap at say 3 actions is appropriate

    @ericgrau
    the actions wouldnt fall directly on a full line basis
    meaning you would get partials after your full round
    initiative would pass allowing others there actions
    your partial
    other partials
    end of round
    travel to the top of Bone HIll. enter the Temple of Elemental Evil. find the Lost Caverns of Tsojcanth. then Descend into the Depths of the Earth. battle the Queen of the Demonweb Pits. and enter her Land Beyond the Magic Mirror.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: partial actions for high initiative

    So a single extra move action at the end of the round? Interesting. I can't think of a way to break that.

    3 move actions or a swift action (or 3 swift actions?!) still sounds like a bit too much though, with all the ways to optimize initiative. I'd cap it at 1 and no swift.
    Last edited by ericgrau; 2011-09-29 at 11:19 PM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

  9. - Top - End - #9
    Firbolg in the Playground
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    Default Re: partial actions for high initiative

    Quote Originally Posted by ericgrau View Post
    So a single extra move action at the end of the round? Interesting. I can't think of a way to break that.

    3 move actions or a swift action (or 3 swift actions?!) still sounds like a bit too much though, with all the ways to optimize initiative. I'd cap it at 1 and no swift.
    He's saying a partial action is a standard or a move action, whichever you want. And you can get up to 3 of these. But spellcasters have a special restriction that won't let them cast spells with these actions unless they're quickened.


    I'm still going with wildly broken, and there's no need to make initiative more important, nor is there any reason to need more actions per turn. If anything the game has too many actions per turn at the moment.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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