Ambitious Houserules pt 1: Combat & Actions

glass

(he, him)
There are a lot of things I really like about D&D 3.x, but there are a few things I don't really like. Unfortunately, the things I don't like are some of the most entrenched in the system, so changeing them would require extensive and far reaching houserules.

So that is what I am considering doing! :D I thought it might be a good idea to run my thoughts past the collective genius of ENworld, so here goes. I'll put it all up a bit at a time, since I don't expect ENworlders to read though pages of stuff in one go (and besides, I haven't typed it all up yet -it's still at the ideas stage :\ ).

Comment, questions, criticism and suggestions for fleshing out the details all welcome.

First up: combat actions.

In a round, a character would have the choice of:
  • 2 standard actions plus a swift action
  • one full round action plus a swift action

EDIT: Since you can do a swift action as well, it doesn't really take the full round. Therefore, I'm going to call it a 'long action' instead.

Move and attack would both be standard actions. Iterative attacks as a full round action would go away, although it would still be a FRA to use a natural attack routine (unless you had pounce or similar).

I'm not sure whether charge should be a FRA which includes an attack, or a std action which precedes and attack. What do you think?

TWF would simply allow an attack with each weapon at a penalty at a standard action. Rapid shot would allow 3 shots as an FRA, and there would be an analogous Rapidstrike feat for melee weapons.

Spells would generally be standard or full round actions, with current full round spells becoming FRAs, along with a few others (magic missile, for example). Obviously, some of the std action spells would need a little toning down.


Well, thats it for now. Comments?

EDIT: Meant to say, thanks in advance.


glass.
 
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How does multiple attacks work now....does every attack require a standard action (meaning at best 2 attacks with your system) or is it still a FRA to do iterative attacks.

Does the swift action get consumed in a FRA...or is it outside of that (this needs to be specified)
 

Make charging a full-round action. You move double your speed in a straight line and attack at the end of that.....

With what you have listed now, it looks like with TWF you could attack four times in a round, twice with each weapon?

You need to work in some manner of extra attacks per round for warrior characters, without needing TWF or Rapidstrike or whatnot...... If a dragon or something can attack you four or five times with a full-round action of natural attacks, why shouldn't a skilled warrior be able to make a similar number of attacks? For simplicity's sake, I'd say allow a full-round-action to involve 2 attacks plus one additional attack per 5 points of Base Attack Bonus, and say that a standard action attack gets an additional attack per 11 points of BAB.
 

Stalker0 said:
How does multiple attacks work now....does every attack require a standard action (meaning at best 2 attacks with your system) or is it still a FRA to do iterative attacks.

Iterative attacks are gone. I don't like higher level characters, who attack quicker, loose more attacks for moving than low level characters (who often loose nothing).

Does the swift action get consumed in a FRA...or is it outside of that (this needs to be specified)

Sorry, I'm not sure I understand the question. If you mean, can you still do a swift action with a full round action, then the answer is yes.

Which means full round action is probably not the best name, of course. Perhaps, 'complex action' or 'long action'? EDIT: I think I like long action; nice plain english. :)

Thanks for responding.


glass.
 
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Arkhandus said:
You need to work in some manner of extra attacks per round for warrior characters, without needing TWF or Rapidstrike or whatnot...... If a dragon or something can attack you four or five times with a full-round action of natural attacks, why shouldn't a skilled warrior be able to make a similar number of attacks? For simplicity's sake, I'd say allow a full-round-action to involve 2 attacks plus one additional attack per 5 points of Base Attack Bonus, and say that a standard action attack gets an additional attack per 11 points of BAB.

I am deliberately trying to reduce the number of attacks high level charcters get. One of the aims of my revisions is to reduce the ramp up in complexity as characters get to higher levels. Thus, there would be various ways a warrior type character could get extra attacks, but for the most part, they wouldn't stack.

I am planning to make changes to armour and damage rules (which will be the subject of Ambitious Houseruling part 2), so these will hopefully compensate for the reduced attacks.

Thanks for taking the time to respond.


glass.
 

Oh, forgot the other bits of you post.

Arkhandus said:
Make charging a full-round action. You move double your speed in a straight line and attack at the end of that.....

Thanks. I think your right. Less prone to abuse, and less of a change from the existing.

With what you have listed now, it looks like with TWF you could attack four times in a round, twice with each weapon?

Yep. Four attacks a round for an offensive TWFer.

This would be about the most attacks you could get with weapons with my houserules (at least, before epic levels). Not sure what to do about multi-weapon fighting, though.


glass.
 

So noone else has any comments?

Is this because my idea is so brilliant it doesn't need any help? Or so awful it's unfixable and not worth commenting on?

Anyone?


glass.
 

glass said:
So noone else has any comments?
I devised a similar system only I allowed higher level characters to have more than 2 actions per round; at around +1 action per 5 levels.


Aaron
 

glass said:
Iterative attacks are gone. I don't like higher level characters, who attack quicker, loose more attacks for moving than low level characters (who often loose nothing).
That is part of the game balance, and part of what makes fighters that much better than non-fighters, is the extra attacks and that they get them sooner. Otherwise, magic becomes more powerfull.

Under your system, a magic user can now cast 2 standard action spells per round (2 fireballs anyone?). Meanwhile, a 20th level warrior (BAB 20) gets 2 attacks with 2 standard actions, and 3 attacks with a full round action at a penalty (with the rapid strike feat or whatever you would call it). Amazingly enough, advantage 5th level magic user (from a flexability standpoint). Magic is generaly powerfull enough as it is, and fighter types need all the advantages they can get (they are very reliant on equipment to match a high level magic using character). Nerfing his multiple attacks, even if the later ones (-10 and -15 BAB is rough) aren't as likely to hit.
 

I'm currently thinking about doing something similar, as all those attacks at higher levels severely bog down combat. Spycraft has this "two half actions per round" system, yet there are problems integrating this into a pretty normal fantasy game.

Some possible fixes:
- A high BAB and the resulting iterative attacks are neccesary for the fighter's balance. But you can always have feats that enable you additional attacks, maybe with a certain style or side effect.
- 3.0 Haste showed us that two spells per round are too much. Solution: Divide the spell-casting actions into two. First action: prepare the spell. Provokes AoO, casting defensively is possible. Second action: acquire target, release spell or whatever's suitable for the specific spell. No AoO and doesn't neccesarily have to follow spell preparation, similar to holding touch attack spells. Wizards could run into a battle with a fireball ready to go.
 

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