When looking through the Pathfinder rules we were happy to find the same attention to detail and presentation that Wizards put into the system. However, we feel that this system, as it stands so far, does not take advantage of the golden opportunity that Paizo has: to address all the problems that exist in the core elements of the D&D 3.5 Edition system.
Across the web many fundamental problems are widely agreed upon within the 3.5 core rules. We have been troubleshooting these problems for some time, and have come up with some changes to the core rules that allow improvement to the balance of the system while retaining compatibility with all the existing 3.5 materials. While our concepts are neither complete nor fully playtested, we felt the need to act and discuss some of our ideas before the Pathfinder core rules are fully cemented, in hopes these ideas would be adopted. Below, you will find the reasoning for our changes, followed by the changes themselves.
Combat System
We feel the round structure of D&D's combat system needs help. Our group has always found it strange that all battle-hardened characters may only make one choice every six seconds of combat. Moreover, they may make as many as nine attacks and shift position by 5 feet in a timeless instant, then stand inert for another 6 seconds before making another single reactive decision. We feel this aspect of the combat system is one of the reasons that the characters whose strength is physical combat and not casting are comparatively weaker (see other points below).
What we propose is:
Each combatant's round is broken into 4 segments, during which 4 action slots may be used: primary action slot, secondary action slot, tertiary action slot, and quaternary action slot.
Swift actions can be taken during any one of a character's segments, but still only once per round.
Immediate actions and free actions remain unchanged.
A standard action uses the primary, secondary, and tertiary action slots, and also prevents the character from acting on his next two segments.
Move equivalent actions take up any one action slot, starting at the lowest available (quaternary, tertiary, secondary, primary) and working their way up. Move actions can be taken during any number of segments/action slots, up to all of them (a character can move up to 4 times a round). See “Run,” below, for specifics.
Attack progressions are broken down to fit into this model in the following manner:
- Attacks from an attack progression that are derived from the same base attack bonus are grouped together such that they count as one of the above actions.
- Attacks of the highest attack bonus are grouped into a "primary attack" and use the primary action slot.
- Attacks of the second highest attack bonus are grouped into a "secondary attack" and use the secondary action slot.
- Attacks of the third highest attack bonus are grouped into a "tertiary attack" and use the tertiary action slot.
- Attacks of the fourth highest attack bonus are grouped into a "quaternary attack" and use the quaternary action slot.
Implementation of this system:
- Initiative is rolled as normal, and a character can begin to act when that initiative count comes up.
- Each character has four possible chances to use action slots in each round. Each of these opportunities is called a segment.
- A character can execute any one of his available actions at each of his segments.
- Each additional segment takes place 4 counts after the previous one until all action slots are used up.
--- A character with an initiative roll of 18 would have segments on counts 18, 14, 10, and 6.
- Any action that uses more than one action slot takes place during the current segment unless specifically stated otherwise. An action that uses 2 or more action slots prevents the character from acting for a number of the following segments equal to action slots used -1.
--- For example: a standard action uses 3 action slots (primary, secondary, and tertiary). A character taking a standard action during his first segment would perform that action, but not be able to act again until his fourth segment occurs (12 initiative counts later).
Example Combat
An 11th level Ranger with the two-weapon fighting combat style. He is wielding two daggers and carrying a longbow.
This character's attack bonus progression with his daggers could look like this: +9 (primary dagger),+9 (offhand dagger), +4 (primary dagger), +4 (offhand dagger), and -1 (primary dagger). His two attacks with a bonus to hit of +9 are his “primary attack” because they are both derived from his +11 BAB. The two attacks with a +4 bonus to hit are his “secondary attack” because they are both derived from his +6 BAB attack. His last attack at -1 to hit is his “tertiary attack” because it is derived from his +1 BAB attack.
This character's attack bonus progression with his longbow could look like this: +11,+6,+1. His +11 BAB attack is his “primary attack.” The +6 BAB longbow attack is his “secondary attack.” The +1 BAB attack will be his “tertiary attack.”
This character may not make “quaternary attacks” because his BAB would have to be +16 to grant him his final iterative attack.
Our example ranger begins combat with a goblin fighter and a goblin wizard. Let's say the ranger's initiative is 10, while the goblin fighter's is 7, and the wizard's is 5.
Count 10: When the ranger's turn comes up, he decides to use his base movement of 30' to close to melee range with the goblin fighter. This move uses his quaternary action slot for the round, leaving his with his primary, secondary, and tertiary action slots for this round of combat.
Count 7: The goblin fighter, engaged in melee with the ranger, uses his primary action slot to perform his “primary attack.” In his case, a spear attack with a +1 bonus to hit. The goblin's +1 BAB means he is only able to make a single attack, which is his “primary attack.” The goblin fighter is now left with his secondary, tertiary, and quaternary action slots for this round.
Count 6: The ranger acts again. He now decides to use his “primary attack” to make two melee dagger attacks (one primary, one off-hand, both at +9 attack bonus) against the goblin. He has now used his quaternary and primary action slots, leaving only his secondary and tertiary action slots for the remainder of this round.
Count 5: The goblin wizard casts his most powerful spell at the ranger, Magic Missle. As this is a standard action, it uses the goblin wizard's primary, secondary, and tertiary action slots. The spell goes off, and the goblin wizard may not act again until initiative count -7, his final segment. Only his quaternary action slot remains.
Count 3: The goblin fighter, miraculously alive, has no attack actions remaining. Wounded and dim-witted, he decides to move away from the ranger, which provokes an attack of opportunity (as usual) from his opponent. The goblin uses his quaternary action slot to move his base movement of 20'. The goblin is now left with his secondary and tertiary action slots for the rest of this round.
Count 2: No longer within melee striking distance, the ranger decides to use a free action to drop his daggers, which consumes no action slots. Then, he uses a move action to draw his bow. Since move actions always use the lowest available action slot, this maneuver consumes his tertiary action slot. The ranger is now left with only his secondary action slot.
Count 1: The goblin wizard's second segment. He would normally be able to act, but since he used a standard action in his first segment he must wait. Only his quaternary action slot remains.
Count -1: The goblin fighter continues to move away from the ranger. He uses his tertiary action slot to move 20' away, since this is his lowest available action slot. He is now left with only his secondary action slot.
Count -2: The ranger fires the longbow at the goblin fighter, who is now 40' away. He uses his only remaining action slot to perform his longbow “secondary attack.” The arrow hits, and the goblin fighter is killed. The ranger's fourth segment has concluded, and he may no longer act until the next round, at initiative count 10.
Count -3: The goblin wizard's third segment. He would normally be able to act, but since he used a standard action in his first segment he must wait. Only his quaternary action slot remains.
Count -5: The goblin fighter's segment would normally take place, but he is in no condition to act. This segment passes without event.
Count -7: The goblin wizard's fourth segment, during which he may act again. He wisely uses his action to move as far away from the ranger as he is able, 20'. The round concludes for all combatants.
Combat Maneuver Changes
Some actions as currently defined do not fit perfectly into this new system. Below find 2 examples that have come to mind, with more to follow.
Charge
The charge action uses a character's primary, secondary, and tertiary action slots (it has been changed to a standard action.) He may move his movement rate (not double his movement rate) and use his “primary attack” at the end of that move. The character still receives +2 to hit and -1 to AC until his first action of the next round.
Run
If a character would like to move his maximum speed (use all four segments/action slots to move), he must declare that he is planning to do so at the beginning of his first segment that round. When he makes that declaration, he is said to be running, and is denied his dexterity bonus to AC as per the normal rules. At any one of his later segments, he can decide to stop running, at which time he regains his dexterity bonus to AC and can perform his remaining actions as normal
- If the character has the Run feat, he does not lose his dexterity bonus to AC when he declares that he is running. He also may move double his movement during the segment in which he uses his primary action slot to move (as move actions use the lowest available action slot, this must be his last segment).
We have more changes drawn up, and they will be posted another day.