Help my party learn the rules.

Heroditis

First Post
I need some help from you all. I am DMing a party of 3rd level characters who are still having difficulty with the mental transition from 2e to 3e (we all played in 2e for many years). In particular, breaking down what can be done in a round continues to be an issue. I find the rules in the PH to be poorly written and ambigous. Has any one prepared or know of a basic primer that I could give to/run my party through? Please let me know.

Thanks in advance.
 

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i'm not sure what you mean, Heroditis...

do you mean in addition to the lists in the PH (pgs 127-8)?

or do you need a list, like

spell casting - standard action
wands (spell trigger) - standard action, etc


?
 

A list like you mentioned would be incredibly usefull. Can you point me to one? Plus, does anyone know what happened to the AoO examples that Eric Noah had on the old site?

Thanks
 


There are six types of actions.

Not an Action (NaA)- this effectivly takes no time.
Free Action (FA)- can be performed while taking another action
Partial Action (PA)- part of a standard action
Move Equivolent Action (MEA)- takes the place of movement or a partial action
Standard Action (SA)- You can perform this action and still move your standard movement in a round
Full-Round Action (FRA)- Consumes the entire round.

Here are the valid combinations:
NaA - can be performed infinatly
FA + PA + PA + PA + PA
FA + PA + PA + MEA/SA
FA + MEA/SA + MEA/SA
MEA/SA + MEA/SA
FA + FRA
FRA

Here are the standard combat actions by category

Free Action: Cast a Quickened Spell, Cease Concentration on a Spell, Change form, Drop an Item, Drop to the Floor, Make Spellcraft check on counterspell attempt, Prepare Spell components to cast a spell, Speak, Use an extrodinary ability,

Partial Action: Start full round action

Move Equivolent Action: climb, control a frightened mount, draw a weapon, load a hand crossbow, load a light crossbow, loose a shield, mount or dismount, move a heavy object, open a door, pick up an item, ready a shield, rerieve a stored item, sheathe a weapon, stand up from prone

Standard Action: Activate magic item, Aid another, Attack melee, Attack ranged, Bull Rush, Cast a Spell, Change form (shapeshifter), Concentrate to maintain or redirect a spell, Dismiss a spell, Feint, Heal a dying friend, over run, ready, Ready to interupt a spell caster, readying to counterspell, rebuke undead, strike a weapon, strike an object, total defense, turn undead, use a 1 action (most) skill, use extraordinary ability, use spell-like ability, use supernatural ability, use touch spell on one target

Full Round Action: Cast a full-round spell, climb, change form (polymorph self), charge, coupe de gras, dive attack, double move, Escape from a net, Extinguish flames, Full attack, Light a torch, Load a heavy crossbow, Load a repeating crossbow, Lock or Unlock weapon in locked gauntlet, Prepare to throw oil, Refocus (no move), Run, Throw a two handed weapon with one hand, User a 1 round skill, User a touch spell on up to six friends,

Hope this helps.
 

Thanks, that helps a lot! However, what exactly qualifies as a partial action? Can you actually do 4 PAs in a round if you do not do anything else? That doesn't quite sound right.
 
Last edited:

looks like Drawmack's got you covered :D
Heroditis said:
does anyone know what happened to the AoO examples that Eric Noah had on the old site?
i'm not sure how to get to those links while the site's in flux. maybe someone who saved the link will pop by.....?
 

Drawmack said:

Here are the valid combinations:
NaA - can be performed infinatly
FA + PA + PA + PA + PA
FA + PA + PA + MEA/SA
FA + MEA/SA + MEA/SA
MEA/SA + MEA/SA
FA + FRA
FRA

:confused: I know the rules fairly well, and that bit makes no sense to me at all. Maybe I'm just reading it sideways or something... Anyhow, here's my attempt at a summary of the rules as I understand them:

In a round, you can do one standard action and move your speed if you wish.

Instead of moving, you can do a move equivalent action instead.

You can also do a move (or equivalent) in place of your standard action, thus allowing you to move twice your speed in one round (or do a pair of move equivalent actions) if you do nothing else.

A partial action is like a standard action without a move (or equivalent) tacked on. You only take these when forced too (like when you are surprised, slowed, or hasted). You cannot do them voluntarily.

You can do as many Free Actions and Not-An-Actions as your DM will allow. Free Actions can still only be done on your turn however.

A Full Round Action is a Standard Action that takes so long that you cannot do a move (or equivalent) at the same time.
 

Heroditis said:
Thanks, that helps a lot! However, what exactly qualifies as a partial action? Can you actually do 4 PAs in a round if you do not do anything else? That doesn't quite sound right.

Partial actions are a special situation. IIRC, they should only come up in very specific situations. Specifically, in surprise rounds (you only get a partial action, when hasted (you get an extra partial action in addition to your normal actions), when slowed (you only get a partial action), when readying actions, and when a zombie (zombies can only ever make partial actions). The rest of the time, partial actions won't come up.

What you can do in a partial action: Most things you could do with either a standard or a move equivalent action.

Examples:
draw a weapon (MEA)
move and draw a weapon (MEA--you may combine drawing a weapon with a move action as long as you BAB is at least +1)
make a single attack (Standard action--as opposed to a full attack which is a full round action)
cast a spell with a casting time of one action. (Standard)
Begin a full round action (Standard--usually a spell with a casting time of one round or one full action).
Move (MEA)
Stand up from prone (MEA)
Partial Charge (Special--partial actions only. As a normal charge except that you may only move your normal movement instead of double your normal movement).
Ready an Action (Standard)
 



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