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Iterative Attacks
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<blockquote data-quote="Kaisoku" data-source="post: 4631969" data-attributes="member: 58447"><p>I was thinking of a way of making combat more dynamic with multiple attacks for an E6 game, and there's a mechanic I was thinking of doing.</p><p></p><p>Each person can do three actions per round:</p><p></p><p>1 Swift action (or Immediate action if done out of turn)</p><p>1 Move action (for movement or a move equivalent action)</p><p>1 Standard action</p><p></p><p>Free actions stay the same (limited only by DM's discretion, useable outside your turn, etc).</p><p></p><p>Then, you can do the following with a swift action:</p><p></p><p>Aid Another once per round. This promotes teamwork, and isn't overpowered as long as it's a tactical choice and you have to give something up to do it.</p><p></p><p>Use to activate a charge (requires using a Standard action). Charge is changed to allow one move + attack as the swift & standard action. This means you can do a move equivalent (draw weapon, pick up an item, stand up, etc) and then still charge up to 30' (or one move, you know).</p><p></p><p>Make multiple attacks. I call it starting an "Assault". Make one attack as a standard action, and then spend a swift action to turn it into an assault and make your additional attacks.</p><p>Additional attacks are 1 from a second weapon, 1 from high BAB, 1 from Haste.</p><p></p><p>Use an immediate action to interupt (requires getting a feat). Can't do a full attack next round, but at least you could interupt that caster.</p><p>I've been debating making melee more powerful against casters by allowing an "interupt" action as an immediate action normally, and then allowing a feat to give you movement when doing this (so a Fighter with the feat could move and attack as an immediate action).</p><p></p><p>A number of feats allowing you to do something extra by burning a swift action.</p><p></p><p>A number of spells castable as a swift action (buff spells primarily).</p><p></p><p></p><p>I haven't actually playtested any of these ideas, as it's just something I've recently thought up.</p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 4631969, member: 58447"] I was thinking of a way of making combat more dynamic with multiple attacks for an E6 game, and there's a mechanic I was thinking of doing. Each person can do three actions per round: 1 Swift action (or Immediate action if done out of turn) 1 Move action (for movement or a move equivalent action) 1 Standard action Free actions stay the same (limited only by DM's discretion, useable outside your turn, etc). Then, you can do the following with a swift action: Aid Another once per round. This promotes teamwork, and isn't overpowered as long as it's a tactical choice and you have to give something up to do it. Use to activate a charge (requires using a Standard action). Charge is changed to allow one move + attack as the swift & standard action. This means you can do a move equivalent (draw weapon, pick up an item, stand up, etc) and then still charge up to 30' (or one move, you know). Make multiple attacks. I call it starting an "Assault". Make one attack as a standard action, and then spend a swift action to turn it into an assault and make your additional attacks. Additional attacks are 1 from a second weapon, 1 from high BAB, 1 from Haste. Use an immediate action to interupt (requires getting a feat). Can't do a full attack next round, but at least you could interupt that caster. I've been debating making melee more powerful against casters by allowing an "interupt" action as an immediate action normally, and then allowing a feat to give you movement when doing this (so a Fighter with the feat could move and attack as an immediate action). A number of feats allowing you to do something extra by burning a swift action. A number of spells castable as a swift action (buff spells primarily). I haven't actually playtested any of these ideas, as it's just something I've recently thought up. Any thoughts? [/QUOTE]
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