
Laurefindel |

This is one on the rules we play by. I mentioned it on other threads and now include them here to limit treadjacks.
DISCLAIMER: Unlike most hourserules that I've been posting on this board, this one is rather intrusive and changing the system to its core (well, not quite. You still roll a d20…). While I don't expect anyone to use it as is, there might be some ideas worth stealing here and there. I've abandoned the idea of publishing anything, so steal away! Speaking of stealing, some terms and concept may sound 4th edition-ish. Well, even 4th edition has some good…
The Tier Based Round and the rest of the houserules I used where created alongside Pathfinder's during Alpha and Beta stage as a "I don't like what 4th ed did but and I want more significant changes than what Pathfinder offers". So here it is.

Laurefindel |

These rules work under the premises that the “Full-Attack” option no longer exists. Iterative attacks are also abolished, so creatures that don’t have a natural multiple attacks routine have one attack per round. There are ways to augment that number, mostly with feats such as Two-Weapon Fighting and Rapid Shot. When a character has multiple attacks, all attacks ca be delivered simultaneously. Essentially, the “Attack” option has become the “Full-Attack” option. Only, characters have fewer attacks to deliver.
The tree tiers in question are MOVEMENT, MANEUVERS (which include most move-equivalent actions) and CHALLENGES (which includes attacks and other actions involving doing better than someone else). Free actions remain, but swift and immediate actions are gone too.
During his turn, a character must decide if he takes the Tier-Based Round or a Complex Action. Complex Actions are used when 100% of someone’s attention has to be dedicated toward completing a task. Most prominent example includes casting a spell or declaring a charge. Most Complex Actions also allow movement and unlike tier- based actions that movement can happen before, after or during the completion of the action.
Each action has been re-written to fit the Tier-Based Round concept as you will find HERE in this beautifully-crafted google doc.
[edit] no so beautiful after all. I'm working on it...
The Tier Actions can be summarized as such:
At the beginning of your round, you must decide whether you undertake a Complex Action or initiate a Tier-Based Round. While the Tier-Based Round allows more versatility in your choice of actions, Complex Actions allow you to accomplish more in a single round, but all tasks must be completed toward the achievement of a single goal.
COMPLEX ACTIONS
Unlike the tier-based round, complex actions represents a series of simple tasks all aimed toward the completion of the same action. Complex Actions vary greatly in nature, but the most common examples include casting a spell, initiating a charge, withdrawing form melee, reloading a heavy crossbow and picking a lock open. Unless specified otherwise, the order in which the movement (if allowed) and the different tasks are performed face no restrictions. Also, a Complex Action may include as many d20 rolls as necessary, as long as they are legitimately necessary for the completion of the same action.
THE TIER BASED ROUND
If you decide to initiate a Tier-Based Round, your turn consist of one Movement, one Maneuver and one Challenge. Every tier-action may be replaced by an action of the preceding type.
MOVEMENT
Your turn begins with a Movement action. This movement must be relatively straightforward and requiring only a minimum of concentration to fall in this category (it would be considered a Maneuver if it was otherwise). While executing a movement, you can move up to the distance indicated by your speed.
MANEUVER
Following the Movement action comes the Maneuver. A Maneuver requires more attention than a Movement to be performed. This includes more demanding types of movement such as climbing up a cliff or standing up from a prone position. Shifting is another movement-oriented Maneuver where a combatant actively attempts to elude enemy attacks or treacherous conditions when moving. Other examples of Maneuvers include picking-up an object or drawing a weapon.
CHALLENGE
The last action of the tier-based round is the Challenge. A Challenge does not only require your full attention, it often involves doing better than your opponent. While most challenges are made against a flat, static DC (such as your opponent’s AC) represented by your opponent’s skills and equipment, some Challenges allow a saving throw or some kind of counter-action to avoid the effect.

Laurefindel |

Funny, I was just correcting that...
Early version of the rules (I guess I overlooked to make that change) used a spell point pool that I called spirit points. I finally made peace with Jack Vance and came back to spell slots per day.
It had its strength, but for some weird reasons, I missed Vancian magic. Who would have known...