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  1. - Top - End - #1
    Barbarian in the Playground
     
    AssassinGuy

    Join Date
    Feb 2007

    Default Help out a potential DM here

    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?

  2. - Top - End - #2
    Banned
    Join Date
    Nov 2004
    Location
    Finland
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    Male

    Default Re: Help out a potential DM here

    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.
    Last edited by Thomas; 2007-02-12 at 02:41 PM.

  3. - Top - End - #3
    Ogre in the Playground
     
    Bryn's Avatar

    Join Date
    Oct 2005
    Location
    England

    Default Re: Help out a potential DM here

    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!
    Last edited by Bryn; 2007-02-12 at 02:41 PM.

  4. - Top - End - #4
    Banned
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    Nov 2004
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    Finland
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    Default Re: Help out a potential DM here

    *gets hit on the head by a falling Dragons of Faerūn*

  5. - Top - End - #5
    Dwarf in the Playground
     
    BardGuy

    Join Date
    Feb 2007

    Default Re: Help out a potential DM here

    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).

  6. - Top - End - #6
    Orc in the Playground
     
    Chris_Chandler's Avatar

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    Mar 2005
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    Birmingham, AL
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    Default Re: Help out a potential DM here

    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.
    Last edited by Chris_Chandler; 2007-02-12 at 02:55 PM.
    "I can't help it if I'm the biggest and the strongest. I don't even excercise." Fezzik, The Princess Bride avvy by Peregrine

  7. - Top - End - #7
    Orc in the Playground
     
    HalflingRangerGuy

    Join Date
    Jan 2007

    Default Re: Help out a potential DM here

    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.
    Proud Supporter of Cleric Rights

  8. - Top - End - #8
    Barbarian in the Playground
     
    AssassinGuy

    Join Date
    Feb 2007

    Default Re: Help out a potential DM here

    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_in...ducts_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

  9. - Top - End - #9
    Ogre in the Playground
     
    Ninja Chocobo's Avatar

    Join Date
    Aug 2006
    Location
    Sydney

    Default Re: Help out a potential DM here

    Edit button is your friend.
    I am the golden shadow. I am the Ninja Chocobo
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  10. - Top - End - #10
    Bugbear in the Playground
     
    Viscount Einstrauss's Avatar

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    Dec 2006
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    Virginia
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    Default Re: Help out a potential DM here

    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!
    Do not meddle in the affairs of adventurers, for you are expendable and full of EXP.


    Overblown fantasy action/adventure/comedy/drama/spoof. Updates M/W/F

  11. - Top - End - #11
    Ettin in the Playground
     
    MonkGuy

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    Feb 2007
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    Male

    Default Re: Help out a potential DM here

    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!

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