Bwahahahah!
The dark side calls you!
knifespeaks said:
- drawing a weapon + attacking with that weapon = full round action? (Yes, I know BAB +1 or better = free action)
... Sorta. There are certain moves which are Full-Round actions, and so calling something else a full-round action might just get you more confused in the future. Specifically, in one turn, you can perform one full-round action
or one Move-Equivalent action and a Standard action
or two Move-Equivalent actions. If you haven't actually, physically moved, you can also take a 5' step at any point in your turn.
It's a Move-Equivalent action to draw a weapon. So, if you're standing next to someone, you can draw a weapon (ME), attack (Stnd), and take a 5' step (Free), and that's the entirety of your turn.
If you have a BAB +1 or better, you can draw one weapon as a free action in combination with a regular move. So, a Fighter can draw a sword while he's moving up to his opponent and still attack.
If you have the Quickdraw feat, you can draw any number of weapons as free actions as many times as you want.
- moving full movement rate (20'/30'/40' on average) + attack once = full round action?
That's a move (ME) and a single attack (Stnd), so that's an entire turn. Note, you can't also take a 5' step in this case because you've already physically moved.
- casting a standard action spell + movement to full rate = full round action?
Same as above, a ME + a Stnd = your full turn.
I read of a few folks who ditched a fair bit of the AoO rules - what's the outcome in game terms of being less pedantic on AoO's? Is it CRUCIAL to be exacting with AoO's?
There are two schools of thought on this.
1. AoOs tend to slow combat down, especially if your players are unfamiliar with the rules, as they try to do something, realize it provokes, take their action back, think about it, etc. Thus, removing many of the AoO provoking actions will speed combat up.
2. AoOs exist to force players to think and act tactically and, for this reason, removing them neuters a rather deep aspect of the tactical game. Specifically, with AoOs present, smart, tactical players can force their opponents into situations where they *must* provoke, and so can more effectively fight their enemies.
I vastly prefer to leave AoOs in and enforce them to the hilt. I am, of course, rather more than familiar with the rules surrounding them, and can plan both my own actions and the actions of any other characters I control (in the event that I'm DMing instead of playing) accordingly.
I find it helps - especially in the case of players who aren't used to such mechanics - to print out a little "AoO Cheat Sheet," which lists the most common ways to provoke - as well as avoid - AoOs.