a different take on actions [Archive] - Wizards Community

Post/Author/DateTimePost
swallowyersoul

02-27-07, 12:58 AM
so i've always been slightly irked by the rigidity of the 1 move action+1 standard action rules. i've had a thought and was curious what y'all can do with it.

take the following concepts:

1. eliminate the difference between move and standard actions

2. allow for 1 action per round.

3. allow additional actions at a penalty to all actions (similar to how flurry of blows and similars allows extra attacks to all attacks).

there are lots of questions and problems, but i'm curious if anybody has either ideas or experience with such a system.
CharlieRock

02-27-07, 02:51 AM
Just use 3 second rounds (and remember to double duration for spells). Then you will have one action per round.
Lina_Inverse

02-27-07, 02:56 AM
Just use 3 second rounds (and remember to double duration for spells). Then you will have one action per round.

Full attacks.

This will never work, it will greatly favor spellcasters more than ever.
CharlieRock

02-27-07, 03:19 AM
Full attacks.

This will never work, it will greatly favor spellcasters more than ever.
Nah, you just have to 'charge up' for one turn before you can pop those off. :D (or take a rest round afterwards)
Thomar_of_Uointer

02-27-07, 12:36 PM
Nah, you just have to 'charge up' for one turn before you can pop those off. :D (or take a rest round afterwards)

Well, say it in the first place! :mad:

Much of the balance and rules for the D20 system assume that you use the six-second round and characters are limited to one full-round action, a standard action and a move action, or two move actions. If you go ahead and write your own system, that's fine, but it requires a massive rules change if you tack it onto 3.5 edition D&D.
swallowyersoul

02-27-07, 12:52 PM
hey, thanks for all the responses already. i love these boards for just that reason. i think i didn't explain my idea well, so i'll try again.

3 second rounds won't work as they don't fix the problem.

what i'm looking at is avoiding situations like where a character without spring attack can't run across the temple grabbing the idol on the way. strictly speaking, you'd use up your move action to get the idol, then have to stop and use your standard action. end of turn.

tweaking the rules so that, yes you could try, but you need a dex check for each leg of movement and some sort of roll to grab the idol, for example.

two-weapon fighting and rapid fire already use the mechanic i had in mind. iterative attacks are similar.

casting is a concern, but we can apply the same notion to it. want to cast one spell per round? no problem. two spells? 50% failure chance each. three? 75% failure chance each.

i'm making the numbers up, but that's the general idea.
Thomar_of_Uointer

02-27-07, 01:04 PM
hey, thanks for all the responses already. i love these boards for just that reason. i think i didn't explain my idea well, so i'll try again.

3 second rounds won't work as they don't fix the problem.

what i'm looking at is avoiding situations like where a character without spring attack can't run across the temple grabbing the idol on the way. strictly speaking, you'd use up your move action to get the idol, then have to stop and use your standard action. end of turn.

tweaking the rules so that, yes you could try, but you need a dex check for each leg of movement and some sort of roll to grab the idol, for example.

two-weapon fighting and rapid fire already use the mechanic i had in mind. iterative attacks are similar.

casting is a concern, but we can apply the same notion to it. want to cast one spell per round? no problem. two spells? 50% failure chance each. three? 75% failure chance each.

i'm making the numbers up, but that's the general idea.

Oh, that's easy. I just tell my players that the list of actions in the combat chapter isn't comprehensive.

In other words, if you're willing to spend a full-round action and run the risk of failure (typically a DC 15 ability check), you're perfectly within your rights to try something (provided you don't try to duplicate a feat).
swallowyersoul

02-27-07, 02:09 PM
Oh, that's easy. I just tell my players that the list of actions in the combat chapter isn't comprehensive.

In other words, if you're willing to spend a full-round action and run the risk of failure (typically a DC 15 ability check), you're perfectly within your rights to try something (provided you don't try to duplicate a feat).

excellent. that's the sort of thing i'm looking for. how does that work for you?
Thomar_of_Uointer

02-27-07, 04:41 PM
excellent. that's the sort of thing i'm looking for. how does that work for you?

It's never been an issue. :D
Solik

02-27-07, 04:56 PM
The rules assume you can do some simple things during an actual move that would normally be a move action on their own. For instance, you can draw a weapon while moving. I don't think it's much of a stretch to allow the player to pick up something while moving. An ability check could be required if it's a dangerous situation (and it must be if it's in round format). Or, you could let the player do something like shave 5ft off their base movement to pick up something.

I'd let players with feats like Spring Attack or Shot on the Run do those things for free.