Newbie Question


Rules Questions


Howdy Folks

After having tried Pathfinder at PAX and enjoying it enough to buy the core rules book - I find there is enough excitement in my mixed bag of 1-2ed dnd players to make it worth trying to get everything translated to pathfinder.

So I'll be asking a lot of newbie "duh" questions.

The first is - And I may have just missed it - in combat, how long doe each action type take? I'm trying to grasp what exactly players can do in the 6 second round. Full round actions - thats kind of obvious. A basic move + standard, that seems pretty straightforward. And rather than get bogged into odd combos, I thought I would just ask how long each type takes.

Or is it a judgement thing?

I imagine that in most cases it will be pretty clear how many swift or free actions one could logically do. But I would like to have some kind of rule of thumb.

So typically a player would:
Move+standard (3 seconds each?)
Move+Move
full attack (full round)
Standard+???

The last is where I get foggy. ANd how many swift/immediate/free actions one could manage in a perfect environment - 3? 4? more?

Anyhow. Thanks for any ideas or thoughts


Every player's turn is always 6 seconds no matter the combo of move, standard, swift,and or intermediate actions. Full-round takes the whole 6 seconds.

You are ONLY allowed 1 swift action per turn, if you use an immediate action it uses your swift action in the next turn. Free actions are unlimited use though, but should still be limited to only a few.


zerhackermann wrote:

Howdy Folks

After having tried Pathfinder at PAX and enjoying it enough to buy the core rules book - I find there is enough excitement in my mixed bag of 1-2ed dnd players to make it worth trying to get everything translated to pathfinder.

So I'll be asking a lot of newbie "duh" questions.

The first is - And I may have just missed it - in combat, how long doe each action type take? I'm trying to grasp what exactly players can do in the 6 second round. Full round actions - thats kind of obvious. A basic move + standard, that seems pretty straightforward. And rather than get bogged into odd combos, I thought I would just ask how long each type takes.

Or is it a judgement thing?

I imagine that in most cases it will be pretty clear how many swift or free actions one could logically do. But I would like to have some kind of rule of thumb.

So typically a player would:
Move+standard (3 seconds each?)
Move+Move
full attack (full round)
Standard+???

The last is where I get foggy. ANd how many swift/immediate/free actions one could manage in a perfect environment - 3? 4? more?

Anyhow. Thanks for any ideas or thoughts

Hey Welcome, you can only perform one swift action a round, I had a post on this here HERE

That is all I know for sure


the convension I use (which is not official) is standard = 3seconds, move = 2 seconds, and swift = 1 second.

You can only take 1 swift or immediate action on your turn, if you take an immediate action off your turn (which happens often for immediate actions) you may not take a swift action on your next turn.

With free actions they are not limited except by dm's reasonable discretion. For instance, drawing and knocking an arrow is a free action. You can do it for as many arrows as you can fire. This may be 1 arrow at 1st level, and maybe 6 arrows later on. You can also knock 2 arrows, and say something (talking is also a free action) but if you start reciting lines from shakespear, the dm has the right to cut you off.

Also, welcome to pathfinder and happy gaming!


Okay so one swift per round. Number free actions per GMs discression.

How about other combos? It seems as if the "normal" act is two "half round slots" (move + standard) and that you can substitute most acts on a 1:1 (or more) basis:

Move+Move
Standard+move (or reverse)

So then you could also:
Standard+Standard (more typically the full attack but maybe not)
swift+standard

then you can possibly(?):
swift+free+free+standard

or am I overthinking it?


Every player's turn is always 6 seconds no matter the combo of move, standard, swift,and or intermediate actions and free actions. Full-round takes the whole 6 seconds.

You are ONLY allowed 1 swift action per turn, if you use an immediate action it uses your swift action in the next turn. Free actions are unlimited use though, but should still be limited to only a few.


Kolokotroni wrote:

the convension I use (which is not official) is standard = 3seconds, move = 2 seconds, and swift = 1 second.

You can only take 1 swift or immediate action on your turn, if you take an immediate action off your turn (which happens often for immediate actions) you may not take a swift action on your next turn.

With free actions they are not limited except by dm's reasonable discretion. For instance, drawing and knocking an arrow is a free action. You can do it for as many arrows as you can fire. This may be 1 arrow at 1st level, and maybe 6 arrows later on. You can also knock 2 arrows, and say something (talking is also a free action) but if you start reciting lines from shakespear, the dm has the right to cut you off.

Also, welcome to pathfinder and happy gaming!

Ah...there we go. Thats kind of what I was getting at.

1 swift if an immediate didnt "go off" out of turn. otherwise mix and match as you like.


zerhackermann wrote:

Okay so one swift per round. Number free actions per GMs discression.

How about other combos? It seems as if the "normal" act is two "half round slots" (move + standard) and that you can substitute most acts on a 1:1 (or more) basis:

Move+Move
Standard+move (or reverse)

So then you could also:
Standard+Standard (more typically the full attack but maybe not)
swift+standard

then you can possibly(?):
swift+free+free+standard

or am I overthinking it?

You're overthinking it. :)

Standard = Your most important action type during the round. Nearly every action-type ability you use will require a standard action. Can be traded down for a move action.
Move = Your movement action.
Swift = Few abilities use this action slot, and they always state when they do. It's usually things like super-quick spells and activating specific feats and such.
Immediate = Swift, but on someone else's turn. Again, the feat/ability/spell identifies it as such.
Free = Something that should, within reason, require no additional time from your round. The GM is to step it when it becomes unfeasible that you've taken so many of said action per round.


zerhackermann wrote:

Okay so one swift per round. Number free actions per GMs discression.

How about other combos? It seems as if the "normal" act is two "half round slots" (move + standard) and that you can substitute most acts on a 1:1 (or more) basis:

Move+Move
Standard+move (or reverse)

So then you could also:
Standard+Standard (more typically the full attack but maybe not)
swift+standard

then you can possibly(?):
swift+free+free+standard

or am I overthinking it?

You can trade a standard for a move, but not the reverse. You cannot do 2 standard actions in 1 round. You can do 1 swift action regardless.

So, you can do A full round action + 1 swift + x free
A standard + move + swift + x free
2 moves + 1 swift + x free

You do not have to do all these, but you cannot do more then those. Also note the order you do the actions is unimportant. You can do a move then a standard or a standard then a move action.


Sean FitzSimon wrote:
zerhackermann wrote:

Okay so one swift per round. Number free actions per GMs discression.

How about other combos? It seems as if the "normal" act is two "half round slots" (move + standard) and that you can substitute most acts on a 1:1 (or more) basis:

Move+Move
Standard+move (or reverse)

So then you could also:
Standard+Standard (more typically the full attack but maybe not)
swift+standard

then you can possibly(?):
swift+free+free+standard

or am I overthinking it?

You're overthinking it. :)

Standard = Your most important action type during the round. Nearly every action-type ability you use will require a standard action. Can be traded down for a move action.
Move = Your movement action.
Swift = Few abilities use this action slot, and they always state when they do. It's usually things like super-quick spells and activating specific feats and such.
Immediate = Swift, but on someone else's turn. Again, the feat/ability/spell identifies it as such.
Free = Something that should, within reason, require no additional time from your round. The GM is to step it when it becomes unfeasible that you've taken so many of said action per round.

better than my post above.


zerhackermann wrote:

Okay so one swift per round. Number free actions per GMs discression.

How about other combos? It seems as if the "normal" act is two "half round slots" (move + standard) and that you can substitute most acts on a 1:1 (or more) basis:

Move+Move
Standard+move (or reverse)

So then you could also:
Standard+Standard (more typically the full attack but maybe not)
swift+standard

then you can possibly(?):
swift+free+free+standard

or am I overthinking it?

you cant standard+standard that is just a Full Round action

you cant cast 2 spells that take up a standard action or channel energy 2 times with standard+standard


Ah ha.
I get it. The "trading down" a standard for a move was the concept I wasnt getting.

Thanks I appreciate it.

Grand Lodge

Also, you can trade a standard for a move, but not a move for a standard. I think the total amount of time each one takes up is more or less arbitrary, and is left up to GM/player discretion.

The most important thing to remember is you can only do one standard each round. Same with swift actions, one per round. You can do as many as two move actions (or move-equivalent actions). Alternatively you could do a full-round action, in which case you could maybe do a couple of free actions as well. As for free actions, basically as many as you feel is reasonable, though there shouldn't be any cases where a player does more than a couple.


Kolokotroni wrote:
the convension I use (which is not official) is standard = 3seconds, move = 2 seconds, and swift = 1 second.

This is a good way to look at it IF it helps you understand the concepts. Remember that it is an analogy of an abstraction though. For example, you are still limited to only 1 swift action per round (as others have stated), so you could not do [Standard (3 sec) + Swift (1 sec) + Swift (1 sec) + Swift (1 sec)].

The reality is that the abstraction is you get
1 Standard Action (can be traded for a move)
1 Move Action
1 Swift Action
unlimited Free Action (as long as the GM feels they can be completed during the 6 seconds of time... so no long speeches)

Just to throw in some more confusion there is also the 5-foot step. If you do not move (used your move action for something else like a full attack action) you can take a 5 foot step.

The 5-foot step is important because it gives you a little mobility still and because it doesn't provoke an Attack of Opportunity (not sure if you have gotten to those yet, so I won't go into them now).

Anyway... hope that helps. Like I said, Kolokotroni's break down of time is helpful if it helps you understand the concepts, but isn't an real breakdown of the actions, so don't get hung up on it when it doesn't work.

Sean Mahoney


Sean Mahoney wrote:
Kolokotroni wrote:
the convension I use (which is not official) is standard = 3seconds, move = 2 seconds, and swift = 1 second.

This is a good way to look at it IF it helps you understand the concepts. Remember that it is an analogy of an abstraction though. For example, you are still limited to only 1 swift action per round (as others have stated), so you could not do [Standard (3 sec) + Swift (1 sec) + Swift (1 sec) + Swift (1 sec)].

The reality is that the abstraction is you get
1 Standard Action (can be traded for a move)
1 Move Action
1 Swift Action
unlimited Free Action (as long as the GM feels they can be completed during the 6 seconds of time... so no long speeches)

Just to throw in some more confusion there is also the 5-foot step. If you do not move (used your move action for something else like a full attack action) you can take a 5 foot step.

The 5-foot step is important because it gives you a little mobility still and because it doesn't provoke an Attack of Opportunity (not sure if you have gotten to those yet, so I won't go into them now).

Anyway... hope that helps. Like I said, Kolokotroni's break down of time is helpful if it helps you understand the concepts, but isn't an real breakdown of the actions, so don't get hung up on it when it doesn't work.

Sean Mahoney

Oh no I wasnt looking for an absolute time scale. I was trying to grasp the hierarchy but was expressing the need poorly. You guys gave me what I need.

I can use that understanding to keep the combat flowing and moving

Dark Archive

Pathfinder Roleplaying Game Superscriber

First hello and welcome to the boards and Pathfinder.
Second I will leave the rules to others. It is not my strong suit.

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