Author Topic: Actions in Combat  (Read 2511 times)

Offline Pippin

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Actions in Combat
« on: June 16, 2013, 05:23:47 AM »
Hello,
I was wondering if I could take another swift action during combat if I do not take my move and/or my standard action(s).
The rules are designed so that every player can use 1 standard action + 1 move action + 1 swift action + 1 or more free actions (DM's call).
The rules state that I can trade my standard action of the turn for another move action. Is it possible to trade my move action for one or more swift actions ?

If that is not possible, then that would be weird as Dimension Jumper, Greater would not be as good as Dimension Jumper : if you cast Dimension Jumper (as a swift action), you can teleport afterwards (as a move action) whereas you would not be allowed to if you cast Dimension Jumper, Greater.

Quote from: Holy SRD
However, you can perform only a single swift action per turn, regardless of what other actions you take.
« Last Edit: June 17, 2013, 05:20:45 PM by Pippin »

Offline Jackinthegreen

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Re: Actions in Combat
« Reply #1 on: June 16, 2013, 10:15:45 AM »
"Simple action" for you is "standard action" for us in English.

As far as the rules go, strictly speaking the only way you can substitute a smaller action for a larger one is by using a move action instead of a standard action as you've already stated in your third line.  That's not to say it wouldn't be a reasonable possibility, but the designers tried balancing things on the premise of only one swift or immediate action per round.  That's one of the reasons the Ruby Knight Vindicator from Tome of Battle is such a good class.

Offline Pippin

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Re: Actions in Combat
« Reply #2 on: June 16, 2013, 10:36:39 AM »
Aw, sorry for the frenglish term.

What a shame... I really was regarding Dimension Jumper, Greater as a very nice spell, until now. Even when it comes to wizards, D&D 3.5 loves sabotaging itself... Since there is no way to teleport twice per round (unless you cast both spells or your DM houserules it...), this spell loses much of its interest :(

Offline Captnq

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Re: Actions in Combat
« Reply #3 on: June 16, 2013, 10:45:29 AM »
They both read "once per round" so even if you could do three swift actions, you still could only 'port once a round, per casting of the spell. But, if you cast them both, you can move as a swift, then move as a move.
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Offline Pippin

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Re: Actions in Combat
« Reply #4 on: June 16, 2013, 10:59:48 AM »
Hmm, thanks for pointing that out.
Seems like this spell was actually pointless from the beginning.

Offline NunoM

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Re: Actions in Combat
« Reply #5 on: June 16, 2013, 12:12:54 PM »
Personally, i just love teleport spells! I used them to save my character's, and party's, bacon a number of times, and they're also the main reason for my preference of the Travel domain in my clerics.
That being said... I wouldn't call it pointless, but i'd probably set it as a 7th or 8th level spell instead of a 9th.

You could gain additional actions per round by a number of ways, like purchasing a "Belt of Battle" (MIC, p.73), but the "once/round" limitation of the spell doesn't help. Also, strictly by RAW, you're limited to 1 swift/round.

It all comes down to your style of play. If you like blasting from afar, you can keep hoping around the battlefield w/o causing AoOs (swift actions don't cause them) either to escape opponents or to gain favorable tactical positions you would probably only reach by causing AoOs. EDIT: Remember that a battlefield is a 3D environment. Ledges, big rocks, balconies, roofs and such stuff are fair game, as long as you can stand on them (the video game "Dishonored" comes to mind :tongue).

To aid fallen companions, you can hop to safe distances and cast a spell like "Regroup" to bring them to you. Or hop next to them and cast another teleport spell to get them to safety.
« Last Edit: June 16, 2013, 12:18:20 PM by NunoM »

Offline linklord231

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Re: Actions in Combat
« Reply #6 on: June 16, 2013, 01:55:39 PM »
By the rules, you cannot do this.  But my group has always played that you can "trade down" any action; ie you can swap you standard for a move or swift, or your move for a swift.  This hasn't been unbalancing yet, but nobody uses immediate actions very often.
I'm not arguing, I'm explaining why I'm right.

Offline Pippin

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Re: Actions in Combat
« Reply #7 on: June 16, 2013, 09:04:12 PM »
By the rules, you cannot do this.  But my group has always played that you can "trade down" any action; ie you can swap you standard for a move or swift, or your move for a swift.  This hasn't been unbalancing yet, but nobody uses immediate actions very often.
Well, it is true that Abrupt Jaunt isn't used that often after all, the wizard is never nearby the enemy unless he is surprised. (1 round max) Your system seems fair enough to me, but sadly I have to assume my DM would reject it.
The point here is to teleport next to the enemy, do stuff (like hitting as a Greater Shadow) then teleport away in the same round, but set up that strategy would apparently take 2 rounds at least. I'm not sure using Time Stop for this is that relevant, besides you would only be 30 ft. away from the enemy. He can reach you unless you're flying... I'm sure a better strategy can be found everytime you're fighting, alone or not :(