Swift actions [Miniatures Handbook]

RichGreen

Adventurer
Hi,

I don't have the Miniatures Handbook, but I remember reading somewhere about swift actions -- a kind of limited free action that each PC can take once per round.

I was thinking of making activating some magic items (like winged boots, ring of blinking etc) a swift rather than standard action. Is this how the rule works?

Cheers



Richard
 

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Yes a swift action is essentially the same as a free action. The only difference is that while you may take many free actions in a single round, you may only take 1 swift action per round. You may of course only take swift actions when it is your turn to act.

Making Activating certain magic items into Swift actions would indeed make a lot of sense, although you're now treading on House Rules material :)

AR
 

Every time a player wants to change how he holds his greatsword 5 times per round while still threatening the area around him... I think about using them.
 

Darklone said:
Every time a player wants to change how he holds his greatsword 5 times per round while still threatening the area around him... I think about using them.

Hehe. Well you know that the number of free actions a player may take in a round is strictly up to the DM ;)

AR
 

Altamont Ravenard said:
Hehe. Well you know that the number of free actions a player may take in a round is strictly up to the DM ;)

AR
I know, but the players keep on asking: "May I do this or that or ..."

Best question so far included 8 or more different free actions in one round.
 

Also, the other big thing about swift actions is that their duration is always one round. So a swifted bull's str would be a free action that lasts for that round. I made a metamagic feat that does this to spells with no level increase, and while handy hasn't been found to be overpowered at all.
 

Thanks for the responses!

So what does everyone think about allowing a swift action to "turn on" non offensive magic items?

It does seem harsh to insist on a standard action to activate defensive and utility items.


Richard
 

RichGreen said:
Thanks for the responses!

So what does everyone think about allowing a swift action to "turn on" non offensive magic items?

It does seem harsh to insist on a standard action to activate defensive and utility items.


Richard

Houserule a new feat that makes activating an item go from a standard action to a move action.
 

Stalker0 said:
Also, the other big thing about swift actions is that their duration is always one round. So a swifted bull's str would be a free action that lasts for that round. I made a metamagic feat that does this to spells with no level increase, and while handy hasn't been found to be overpowered at all.

Just to clarify --Swift Actions and Swift Spells are two different things.

There are "Swift" spells - "Invisibility, Swift" for example - which take 1 Swift Action to cast and last only the 1 round or less.

Swift Actions are separate from Swift spells. A Swift Action, as noted before, is a "slightly long" free action, of which you may only take 1 in a round, while still being able to take your normal allotment of Standard, Move, or Full-Round actions.

As for making magic item activation a Swift action rather than a Standard, I would go the feat route. Mostly because the game is designed with some elements of balance assuming that magic item activation makes you choose between activating it or making an attack. Changing that balance across the board is something I am not willing to do.
 

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