Mistwell said:Can you name any of the one in twenty cases where a swift action and another one as a standard action would be obviously bad? I cannot. In fact, one could add a metamagic enhancement to a swift spell to increase it's casting time and do it that way, right?
RangerWickett said:I once had it pointed out to me that an epic spellcaster who took Automatic Quicken Spell 3 times ends up only able to cast 1 spell per round, because all his spells are swift, and he just. can't. spend. more. time. casting. them.
Looks like they want to see marshal/bards. Duh. Thanks.blargney the second said:Badge of Valor, MIC 208. (It's in the Magic Item Sets chapter, which screws me up all the time!)
-blarg
Mistwell said:For those curious...I was interested in being able to cast the spell Inspirational Boost (a swift action spell from Spell Compendium that increases your Inspire Courage by +1/+1) and a Badge of Courage (a swift action item from Magic Item Compendium that increases your Inspire Courage by +1/+1). It seemed silly to me that I could not technically use both in the same round, because each is a swift action.
Maybe I can talk my DM into letting me craft a Badge of Courage that triggers as a a move-action instead of a swift action, at the same cost.
Vrecknidj said:Part of me wants to break the whole thing into discreet quanta. A "not an action" action takes 0 quanta of game time. A free action also takes 0, but subsequent free actions could take 1 or more, based on DM fiat. An immediate action takes 1, but, unlike other actions, can take place on another's turn. A swift action takes 1, but can only be taken on your turn. A move action takes 2, and a standard action takes 2. A full-round action takes 5.
Something goofy like that.
Christian said:The trouble with doing something like that is, some pimped-out wizard will start tossing five quickened spells in a round.