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General Tabletop Discussion
*Pathfinder & Starfinder
Two swift actions in one round
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<blockquote data-quote="Mistwell" data-source="post: 3634346" data-attributes="member: 2525"><p>Whether or not two bard inspiration buffers were explicitly considered was an issue not raised by me, but by the claim that two bard inspiration buffers were explicitly considered! Read what Artoomis said - he said it was precise to the badge and spell in question.</p><p></p><p>We have an established class (Ruby Knight Vindicator) that lets you use more than one swift ability per turn, and a related d20 game (Star Wars) with updated rules that allows it. And the example of the two bard ones is an example where both abilities WILL be used simultaneously, because they are not 1 round duration abilities to begin with. </p><p></p><p>All this sky is falling nonsense just doesn't hold up under examination. 99% of the time it's not going to be unbalancing in any way to allow a spell or magic item that is normally a swift action to instead be a move or standard action. Because it makes logical sense that you can take LONGER to do something, and because swift actions tend to not be all that powerful in general when combined with another swift action that eliminates a full round action thereafter. </p><p></p><p>And of course there will be exceptions...just as there are exceptions for everything in the game (even RAW core). But I don't think rules decisions should be based purely on the lowest common denominator way-out possibilities. It's easier to say what all DMs say "clear it with me first" and handle it that way. There is no administrative nightmare, as it won't come up often to begin with, and if it does it will generally be really easy to decide.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 3634346, member: 2525"] Whether or not two bard inspiration buffers were explicitly considered was an issue not raised by me, but by the claim that two bard inspiration buffers were explicitly considered! Read what Artoomis said - he said it was precise to the badge and spell in question. We have an established class (Ruby Knight Vindicator) that lets you use more than one swift ability per turn, and a related d20 game (Star Wars) with updated rules that allows it. And the example of the two bard ones is an example where both abilities WILL be used simultaneously, because they are not 1 round duration abilities to begin with. All this sky is falling nonsense just doesn't hold up under examination. 99% of the time it's not going to be unbalancing in any way to allow a spell or magic item that is normally a swift action to instead be a move or standard action. Because it makes logical sense that you can take LONGER to do something, and because swift actions tend to not be all that powerful in general when combined with another swift action that eliminates a full round action thereafter. And of course there will be exceptions...just as there are exceptions for everything in the game (even RAW core). But I don't think rules decisions should be based purely on the lowest common denominator way-out possibilities. It's easier to say what all DMs say "clear it with me first" and handle it that way. There is no administrative nightmare, as it won't come up often to begin with, and if it does it will generally be really easy to decide. [/QUOTE]
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Two swift actions in one round
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