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<blockquote data-quote="Szatany" data-source="post: 4799857" data-attributes="member: 21178"><p><span style="font-size: 18px"><span style="color: DarkRed"><strong>Preview I - Minor Actions</strong></span></span></p><p></p><p>At the early stages of rewriting the rules, I was wondering about unifying certain concepts already present in the d20 ruleset, as well as introducing some form of per-round currency. The idea came from iterative attacks - what if, instead of allowing more than one attack during a full-round action, you could make extra attacks as minor actions and gained extra minor action per round every few levels? This also opens design space for other abilities that require minor actions.</p><p>Just in case you wonder, Battle Ability bonus is the new name for BAB. Magic Ability bonus replaces caster level, spellcraft, and more. Circle is a new name for spell level.</p><p></p><p></p><p><em><span style="color: MediumTurquoise"><span style="font-size: 12px">From chapter: classes</span></span></em></p><p><a href="http://img41.imageshack.us/my.php?image=aaag.png" target="_blank"><img src="http://img41.imageshack.us/img41/8210/aaag.th.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p>Minor Actions: How many minor actions a character can perform since the beginning of his turn to the beginning of his next turn. Minor actions are used to sustain spells, make extra attacks, make small moves, and more.</p><p></p><p></p><p><em><span style="color: MediumTurquoise"><span style="font-size: 12px">From chapter: combat</span></span></em></p><p><strong>Minor Action:</strong> A minor action takes small amount of time compared to other actions. A character starts with one minor action per round, but gains more as he advances in levels. A character at 6th character level has two minor actions per round, three minor actions at 11th level, and finally four minor actions at 16th character level. Normally a minor action has two uses: you may either move one square on your turn, or make a save on, or outside your turn. Some abilities require minor actions and may allow spending them outside your turn.</p><p></p><p>MINOR ACTIONS</p><p><strong>Concentrating to Maintain a Spell</strong></p><p>Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a minor action. At the end of your turn, if you have not spent a minor action to sustain it, the spell ends.</p><p></p><p><strong>Direct or Redirect a Spell</strong></p><p>Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a minor action.</p><p></p><p><strong>Dismiss a Spell</strong></p><p>Dismissing an active spell is a minor action.</p><p></p><p><strong>Drop Prone</strong></p><p>Dropping to a prone position in your space is a minor action.</p><p></p><p><strong>Ready</strong></p><p>The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.</p><p><em>Readying an Action:</em> You can ready a standard action, a move action, a minor action, or a free action. You lose the action chosen from your turn, to be able to perform it outside your turn. Specify the action you will take and the conditions under which you will take it. Then, any time before your next turn, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.</p><p><em>Initiative Consequences of Readying:</em> Your initiative result becomes the count on which you took the readied action.</p><p><em>Distracting Combatants:</em> You can ready an attack with the trigger “if she starts casting a spell” or “if she starts making an attack with a ranged weapon”. If you damage the target, she suffers a –5 penalty to the attack roll (or to Magic Ability check in case of utility and ritual spells.</p><p></p><p><strong>Shift </strong></p><p>You can move 1 square. You cannot shift if you moved more than double your walk speed until the beginning of your current turn. If you want to move through a lightly obscured square, you must spend 2 minor action to do so. If you wish to move through a heavily obscured square, you must spend 3 minor actions for that. </p><p></p><p></p><p><em><span style="color: MediumTurquoise"><span style="font-size: 12px">From chapter: feats</span></span></em></p><p>AIM</p><p><strong>Prerequisite:</strong> Battle Ability bonus +1.</p><p><strong>Benefit:</strong> On your turn, before making an attack that requires a standard action, you can spend a minor action to gain a +1 bonus to that attack’s attack roll.</p><p>If you have more than one minor action per round, you can spend multiple actions to gain greater bonus or to augment multiple attacks.</p><p>If you make a ranged attack augmented with this feat against an opponent engaged in melee, you don’t suffer the standard –2 penalty on your attack roll.</p><p></p><p>QUICKEN SPELL</p><p><strong>Prerequisites:</strong> Magic Ability bonus +12.</p><p><strong>Benefit:</strong> You can cast some spells as a minor action. The maximum circle of spells that can be cast in this way depends on your Magic Ability bonus. You can quicken only one spell per round.</p><p>[code][B]Magic Ability Bonus Spells Affected[/B]</p><p>+12 1st circle</p><p>+18 2nd circle[/code]</p><p></p><p>RAPID SHOT</p><p><strong>Prerequisites:</strong> Battle Ability bonus +8.</p><p><strong>Benefit:</strong> On your turn, you can make a basic attack with a bow as a minor action. You suffer a –5 penalty to attack rolls with those extra attacks.</p><p>If your Battle Ability bonus is +16, the penalty becomes –2 instead.</p></blockquote><p></p>
[QUOTE="Szatany, post: 4799857, member: 21178"] [SIZE="5"][COLOR="DarkRed"][B]Preview I - Minor Actions[/B][/COLOR][/SIZE] At the early stages of rewriting the rules, I was wondering about unifying certain concepts already present in the d20 ruleset, as well as introducing some form of per-round currency. The idea came from iterative attacks - what if, instead of allowing more than one attack during a full-round action, you could make extra attacks as minor actions and gained extra minor action per round every few levels? This also opens design space for other abilities that require minor actions. Just in case you wonder, Battle Ability bonus is the new name for BAB. Magic Ability bonus replaces caster level, spellcraft, and more. Circle is a new name for spell level. [I][COLOR="MediumTurquoise"][SIZE="3"]From chapter: classes[/SIZE][/COLOR][/I] [URL=http://img41.imageshack.us/my.php?image=aaag.png][IMG]http://img41.imageshack.us/img41/8210/aaag.th.png[/IMG][/URL] Minor Actions: How many minor actions a character can perform since the beginning of his turn to the beginning of his next turn. Minor actions are used to sustain spells, make extra attacks, make small moves, and more. [I][COLOR="MediumTurquoise"][SIZE="3"]From chapter: combat[/SIZE][/COLOR][/I] [B]Minor Action:[/B] A minor action takes small amount of time compared to other actions. A character starts with one minor action per round, but gains more as he advances in levels. A character at 6th character level has two minor actions per round, three minor actions at 11th level, and finally four minor actions at 16th character level. Normally a minor action has two uses: you may either move one square on your turn, or make a save on, or outside your turn. Some abilities require minor actions and may allow spending them outside your turn. MINOR ACTIONS [B]Concentrating to Maintain a Spell[/B] Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a minor action. At the end of your turn, if you have not spent a minor action to sustain it, the spell ends. [B]Direct or Redirect a Spell[/B] Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a minor action. [B]Dismiss a Spell[/B] Dismissing an active spell is a minor action. [B]Drop Prone[/B] Dropping to a prone position in your space is a minor action. [B]Ready[/B] The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. [I]Readying an Action:[/I] You can ready a standard action, a move action, a minor action, or a free action. You lose the action chosen from your turn, to be able to perform it outside your turn. Specify the action you will take and the conditions under which you will take it. Then, any time before your next turn, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. [I]Initiative Consequences of Readying:[/I] Your initiative result becomes the count on which you took the readied action. [I]Distracting Combatants:[/I] You can ready an attack with the trigger “if she starts casting a spell” or “if she starts making an attack with a ranged weapon”. If you damage the target, she suffers a –5 penalty to the attack roll (or to Magic Ability check in case of utility and ritual spells. [B]Shift [/B] You can move 1 square. You cannot shift if you moved more than double your walk speed until the beginning of your current turn. If you want to move through a lightly obscured square, you must spend 2 minor action to do so. If you wish to move through a heavily obscured square, you must spend 3 minor actions for that. [I][COLOR="MediumTurquoise"][SIZE="3"]From chapter: feats[/SIZE][/COLOR][/I] AIM [B]Prerequisite:[/B] Battle Ability bonus +1. [B]Benefit:[/B] On your turn, before making an attack that requires a standard action, you can spend a minor action to gain a +1 bonus to that attack’s attack roll. If you have more than one minor action per round, you can spend multiple actions to gain greater bonus or to augment multiple attacks. If you make a ranged attack augmented with this feat against an opponent engaged in melee, you don’t suffer the standard –2 penalty on your attack roll. QUICKEN SPELL [B]Prerequisites:[/B] Magic Ability bonus +12. [B]Benefit:[/B] You can cast some spells as a minor action. The maximum circle of spells that can be cast in this way depends on your Magic Ability bonus. You can quicken only one spell per round. [code][B]Magic Ability Bonus Spells Affected[/B] +12 1st circle +18 2nd circle[/code] RAPID SHOT [B]Prerequisites:[/B] Battle Ability bonus +8. [B]Benefit:[/B] On your turn, you can make a basic attack with a bow as a minor action. You suffer a –5 penalty to attack rolls with those extra attacks. If your Battle Ability bonus is +16, the penalty becomes –2 instead. [/QUOTE]
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