
Duncan & Dragons |

A select few might be interested in this if you are trying to fill out the Swift Actions or adopt the 4e three actions per round for Actions in Combat. If you are not interested in this type of change, I suggest you move on. These Actions in Combat also now have a unified theory for attacks of opportunity. Basically I modified Actions in Combat to allow suggestions made in various threads. Follow-on postings list the changes. I got this stuff in a handy one page word doc if anybody wants it.
The general logic I used for classification was as follows:
Standard Action do not cause AoO unless you leave yourself vulnerable such as Ranged Attacks and Spells. These are combat actions.
Full Round Actions and Move Actions cause AoO unless they are combat actions. These are mostly combat support stuff.
Swift Actions do not cause AoO (with one exception Stand Up from Prone Acrobatics). If it is not a Full-Round/Standard Action and it does not cause a AoO; it is a Swift Action. They are also able to be combined with movement and occasionally can be used as Immediate Actions. These are mostly manipulations.
House Rule Friendly – DM’s can House Rule freely and still use the same logic. If you want an Action to be a Move Action instead of a Swift action, do it. Just add the AoO since it is now a Move Action. Or vise-a-versa.
NEW RULES:
You may take a Full-Round Action and a Swift Action each round or may take a Standard Action, a Move Action and a Swift Action each round. You may also take any number of Free Actions and No Actions in a round. Move Actions may substitute for a Standard Action. Swift Actions may substitute for a Move Action or Standard Action.
Swift Actions may be performed during movement or during a Full-Round Action. To successfully use a Swift Actions concurrently with movement you must succeed with a DC 10 Dex check (unless otherwise stated). Failure indicates the Swift Action was not performed but the Swift Action was not expended. (Example: If a character is trying to pick up an object in the middle of a move but fails the check, the character has a choice; they can end their Move Action and use the Swift Action to pick up the object or they can continue the Move Action and leave the object on the ground.)
EDITORIAL: In a manner, I did what 4e did; only backwards. 4e made all attacks Standard Actions, anything involving movement Move Actions and anything involving manipulation Minor Actions. I used the AoO as the most defining characteristic of Actions. I also made Swift Actions as actions that can be taken during movement as inspired by Drawing Weapon and Ready Shield and various threads about Opening Doors, Picking Up Items, etc.
MORE EDITORIAL: I will not be crushed if this thread gets moved to a more appropriate spot. I personally find Jason’s ideas better than mine, but I still don’t see Jason’s changes to Actions in Combat except as sidebars.

Duncan & Dragons |

This section is the heart of the change. The rest is the details.
Swift Actions (No Swift Actions give AoO except Stand from prone)
Cast Quickened spell (or one with a swift casting time) only allowed once per round
Cover from mount (DC15 Ride check)*****
Direct or redirect active spell**
Draw weapon or similar item (wand) (pre-req: BAB +1; no failure chance) +
Drop prone (no failure chance) ****
Fast mount or dismount (DC20 Ride check)****
Open or close door or similar item (chest)**
Hand off object (Receiver takes Immediate Action)+
Pick up an item (must be in same square)**
Ready or loose shield (pre-req: BAB +1; no failure chance) +
Stand from prone (DC35 Acrobatics check)**** - Causes AoO
Switch hands with an item (no failure chance) **
Use extraordinary ability****
Plus sign mean new action.
Asterisk designates change *Old Std **Old Move ***Old Full ****Old Free *****Old No Action
Immediate Actions (Takes Swift Action from next round, No AoO)
Cast spell (1 immediate action casting time-like featherfall)
Receive handed item (DC10 Dex check or drop item)+
Receive thrown item (DC15 Dex check or drop item)+
Plus sign mean new action.
Asterisk designates change *Old Std **Old Move ***Old Full ****Old Free *****Old No Action
EDITORIAL- Basically any Move or Free actions that did not cause an AoO are now Swift Actions. I think Stand from Prone Acrobatics should not cause an AoO but I did not want to get more controversial. The Swift Action conducted during Movement failure chance needs play testing. Draw Weapon/Ready Shield are 'new' since they are Move actions is you have no BAB versus a Swift Action if you have a Bab of +1. If people really want Open Doors and Pick Up Item as having an AoO, just make them Move Actions which, with the new logic, causes them to have an attack of AoO.

Duncan & Dragons |

Standard Actions (Do not cause AoO unless it is a ‘Ranged’ Attack & ‘Spell-like’ abilities)
Activate Magic Item – Command (takes the same time as the power it emulates)
Activate Magic Item – Mental (takes the same time as the power it emulates)
Assess opponent (Sense Motive)
Attack (melee)
Concentrate to maintain active spell
Demoralize opponent (Intimidate)
Dismiss spell
Draw hidden weapon
Escape from Grapple
Feint
Free another from fascinated condition
Ready a Standard Action (triggers standard action) (Initiative adjustment)
Total defense
Turn or Rebuke Undead
Use supernatural or extraordinary ability
Aid another (if the aided target draws AoO then you do too) -May cause AoO
Attack (unarmed) -May cause AoO
Bull rush -May cause AoO
Overrun -May cause AoO
Activate Magic Item – Apply oil or Drink potion - Causes AoO
Activate Magic Item – Manipulation -- Causes AoO
Activate Magic Item – Scroll (takes the same time as the power it emulates) - Causes AoO
Attack (ranged) - Causes AoO
Cast spell (1 standard action time) - Causes AoO
Cast touch spell (1 standard action time and touch one target) - Causes AoO
Start or complete full-round action (No Full Attack or Run) - Causes AoO
Use spell-like ability - Causes AoO
Use whip - Causes AoO
Rule Additons
Disarm; If successful weapon is knocked to adj square, if DC is beaten by 5 the attacker gets an AoO, if beaten by 10 two Weapons Disarmed, if beaten by 15 two Weapons Disarmed and the attacker gets an AoO. (This was necessary to keep the Disarm maneuver a way of getting a AoO. In some ways it is better since you can now knock the weapon off cliffs and under swarms. As a minimum the guy loses a Move and a Swift Action to retrieve the weapon.)
EDITORIAL- I moved Light Torch and Throw Grapple to Move Actions since they did not seem like combat actions. I think Drink Potion and maybe Manipulate Magic Item should be Move Actions but I did not want to get more controversial. If you want to keep Pick Up Item as a Move Action that causes a AoO, Disarm does not need to change. Charge and Withdrawl being Standard Actions had mixed impressions so I excluded them as Standard Actions. Swift Actions is what this thread is mostly about.

Duncan & Dragons |

Move Actions (All Move Actions give AoO except 5-foot step)
Control frightened mount (DC 20 Ride check)
Crawl 5 feet
Climb 1/4 speed in feet (1/2 speed at -5 to check)
Draw weapon or similar item (wand) (if BAB is +1 it is a Swift Action)+
Light torch with tindertwig or other fire*
Load hand crossbow, light crossbow, or sling
Make an active Perception check
Make dying friend stable (DC 15 Heal check)
Mount or dismount
Move (Balance, Climb, Hide, Jump, Move Silently, Swim, and Tumble)
Push or pull heavy object (movement also could cause AoO)
Ready or loose shield (if BAB is +1 it is a Swift Action)+
Retrieve stored item
Sheathe weapon
Stand from prone
Throw grappling hook (Use Rope)*
Throw item (Receiver takes Immediate Action)+
Plus sign mean new action.
Asterisk designates change *Old Std **Old Move ***Old Full ****Old Free *****Old No Action
Rule Additions
5-foot step; Maximum 2 per round (no Swift Action 5-foot step is allowed)
EDITORIAL- I was thinking of adding a Pick Up Item from ADJACENT square as Move Action. Basically this would force you to pick up a Disarmed weapon with an AoO or make you move into the square first and then use a Swift Action to retrieve a weapon. I am not sure what is best.

Duncan & Dragons |

Full-Round Actions (All Full-Round Actions give AoO except Charge, Full Attack and Withdrawl)
Full Attack (allows 5-foot step and multiple attacks if BAB allows) - Does not cause AoO
Charge (straight movement [min 10’] followed by an attack)-May cause AoO
Withdrawl (5-foot step followed by movement, 5-foot step counts towards movement) -May cause AoO
Activate Magic Item –Administer potion to unconscious creature (allows 5-foot step)
Activate Magic Item –Apply oil to unconscious creature (allows 5-foot step)
Cast metamagic spell spontaneously (allows 5-foot step)
Cast spell (1 round casting time) (allows 5-foot step)
Deliver coup de grace (allows 5-foot step)
Escape from net or entangling spell (DC 20 Escape Artist) (allows 5-foot step)
Extinguish flames (allows 5-foot step) – Added AoO
Light a torch with flint & steel (allows 5-foot step)
Load a heavy or repeating crossbow (allows 5-foot step)
Lock or unlock weapon in locked gauntlet (allows 5-foot step)
Open lock (allows 5-foot step)
Plug ears with sound proof material (allows 5-foot step) – Added AoO
Prepare to throw splash weapon (prepare oil with fuse) (allows 5-foot step)
Run (you can run up to 4x your speed-heavy armor allows 3x)
Search 5 cubic feet (allows 5-foot step)
Secure grappling hook (DC10 Use Rope check) (allows 5-foot step)
Trample
Use skill that takes1 round (usually allows 5-foot step) – Added AoO
Use touch spell (1 standard action time) and touch up to 6 allies (allows 5-foot step)
EDITORIAL- There were three actions that did not cause an AoO that I saw no reason for them not too. They now cause AoO.

Duncan & Dragons |

Free Actions (No Free Actions give AoO)
Draw ammunition
Drop item
Load repeating crossbow bolt from case
Prepare spell components
Release grappled or pinned opponent
Speak
No Actions (No Actions usually do not cause AoO)
Delay (Initiative adjustment)
Fight defensively
Identify spell being cast (Spellcraft check, DC 15 + spell level)
EDITORIAL- I don’t know why Free Actions and No Actions cannot be combined as either all Free Actions or all No Actions. I probably just don’t understand the distinction.