I wish the game made more use of the swift action


Pathfinder First Edition General Discussion

Sovereign Court

I know... the rule came out mid 3.5, so it wasn't embedded in the system the way it really would need to be.

Still, after playing enough Star Wars Saga and seeing the swift action getting worked into that d20 system on a more fundamental level, I guess I wish it could have been crammed into Pathfinder a bit more.

On an aesthetic level I dislike the mostly binary (standard + move) structure of a player's turn, instead what is more appealing to me is some kind of trinary structure (standard + move + swift).

I guess one way of looking at is that I'd like to be able to do up to three meaningful things in a turn on a regular basis. Oh sure, right now you've got full/standard/move/5-foot step/swifts/free etc. But what I mean is that I'd want a flow of action on a regular basis to be build around positioning yourself (move), the setup (swift) and then the decisive action (standard). Kind of how a boxer does leans in, swings with a right and then delivers a hard left hook punch.

The current structure of full or standard + move or move + move is a coherent system, but the reliance on the full round action for massive attacks makes for very static battles. It would have been great if the structure could have been reworked a bit so that swift actions allowed for a more dynamic system, allowing character's to do interesting things while still being able to move about.

The swift action allows enough space for just a bit more granularity to the actions to tone down the overall abstract nature of the combat, and so if there were core meaningful things to do with a swift action, rather than their current design where they are more or less just hanging off the side of the core system's chassis, then things could be a bit more interesting in a turn.


Well, perhaps you could consider something like this (definitely needs testing first - just a random idea)

Perform attack action as a move action from BAB +7
Perform attack action as a swift action from BAB +14

Perform move action as a swift action from BAB +10

This would allow making two or three attack action at full BAB per turn (or two and move) and allow to use up all your actions.


I'm rather glad there aren't so many swift actions in the game. It keeps them special, keeps the game moving along faster, and limits brokenness.


their is also the fact that under the Star wars saga edition rules that if you use a Full round action you don't get a swift action, that would really change a lot of what you can do in Pathfinder.


Pathfinder Maps Subscriber

My current character has the Arcane Strike feat, so I'm using my swift action on any turn where I'm attacking. If I routinely needed my swift action for other things, my Arcane Strike feat would be gimped. As it is, the feat that reduces your Arcane Spell Failure chance for armor would ALSO use a swift action, so I had to not take it.


Zmar wrote:

Well, perhaps you could consider something like this (definitely needs testing first - just a random idea)

Perform attack action as a move action from BAB +7
Perform attack action as a swift action from BAB +14

Perform move action as a swift action from BAB +10

This would allow making two or three attack action at full BAB per turn (or two and move) and allow to use up all your actions.

It would also let spell casters cast multiple quickened spells in a round.

Grand Lodge

Zurai wrote:
It would also let spell casters cast multiple quickened spells in a round.

Yeah, at 20th level. :)


TriOmegaZero wrote:
Zurai wrote:
It would also let spell casters cast multiple quickened spells in a round.
Yeah, at 20th level. :)

Clerics or other medium BAB casters (bards, oracles, etc) could do it at 14th level.

Grand Lodge

Zurai wrote:
Clerics or other medium BAB casters (bards, oracles, etc) could do it at 14th level.

You let clerics take metamagic feats?

Edit: Huh, always thought they couldn't, which was why they made DMM.

Sovereign Court

TriOmegaZero wrote:
Zurai wrote:
Clerics or other medium BAB casters (bards, oracles, etc) could do it at 14th level.
You let clerics take metamagic feats?

you don't?


TriOmegaZero wrote:
Zurai wrote:
Clerics or other medium BAB casters (bards, oracles, etc) could do it at 14th level.
You let clerics take metamagic feats?

I even allow Divine Metamagic. I do not, however, allow night sticks. DMM isn't all that bad when you don't have infinite turn attempts/channels.

Grand Lodge

Not something that has ever come up. I guess the groups I've run with considered metamagic an arcane thing. Never occurred to us that divine casters would do it.

Grand Lodge

Adventure Path Charter Subscriber
Zurai wrote:
It would also let spell casters cast multiple quickened spells in a round.

They can already do this. They can cast a quickened spell as a Swift action, then cast a spell normally as a standard action.

-Skeld


Skeld wrote:
Zurai wrote:
It would also let spell casters cast multiple quickened spells in a round.

They can already do this. They can cast a quickened spell as a Swift action, then cast a spell normally as a standard action.

-Skeld

Which part of that is letting them cast multiple quickened spells in a round?

Grand Lodge

Adventure Path Charter Subscriber

I really like Star Wars Saga's action system. Trading action down works very well in that system. Also, I like the Reaction as an action type, although they could have better defined what is "reactionable."

With a little bit of work, you could shoehorn that action system into Pathfinder.

-Skeld


TriOmegaZero wrote:
Not something that has ever come up. I guess the groups I've run with considered metamagic an arcane thing. Never occurred to us that divine casters would do it.

Considering that DMM has the underlying metamagic as a prerequisite, how would a cleric take DMM if they couldn't take normal metamagics.

DMM is fine, it was nightsticks and certain specific metamagics(IE Persistant spell) that was broken.

Paizo Employee Creative Director

I'd actually like to keep swift actions relatively restrained. Not because doing so makes them more special, but because swift actions extend the length of a player's turn by giving him more options. And when you extend the length of a player's turn, they've got more choices to make and as a result their turns take progressively longer. Too many swift action options and suddenly one player might end up monopolizing the game play, since the amount of time you play in a session is unlikely to change.

Immediate actions are even worse, since they disrupt the flow of game play.

Grand Lodge

Adventure Path Charter Subscriber
Zurai wrote:
Which part of that is letting them cast multiple quickened spells in a round?

Sorry; misread your post. I read it as "multiple spells" instead of "multiple quickened spells." No need to get touchy.

Meh. If I were going to go the route of trading down actions, I probably wouldn't worry about it. If it looked like it were going to be a problem, I'd just limit quickened spells to one/round.

-Skeld


TriOmegaZero wrote:
Not something that has ever come up. I guess the groups I've run with considered metamagic an arcane thing. Never occurred to us that divine casters would do it.

Odd.

I can't imagine why not.

Gods forfend, don't empower a Cure Moderate Wounds (just cast a Cure Critical Wounds in the same slot). But exending those delicious cleric buffs is awesome.

And Still Spell and Silent Spell are just as useful for sneaking around and/or casting while you're bound and/or gagged, regardless of whether you're a cleric or mage.

And Quicken still rules the day, when used judiciously.

Grand Lodge

Charender wrote:
Considering that DMM has the underlying metamagic as a prerequisite, how would a cleric take DMM if they couldn't take normal metamagics.

Again, I've never seen either taken by divine casters, so it's never occurred to me.

I dunno Blake, unconscious thought that metamagic is the caster altering the spell, and clerics get their spells from the gods, so how could they alter it? Like I said, never crossed my mind.


Skeld wrote:
No need to get touchy.

I wasn't, I promise :) The bold was just to emphasize where you'd misread the post.


I really like Swift and Immediate actions, and next time I take a hard look at the rules plan to HR a bunch of stuff into those categories.

In the mean time, my group had switched a bunch of minor Free and Move actions into the category. Things that actually take a little time but not 3+ seconds.

For example ...

• Dismissing a Spell
• Drawing a weapon w/BAB +1

... and other things that we felt needed some kind of action but burning a Move on them was too much or giving them away for Free wasn't enough.

FWIW,

Rez


An 11th level Bard needs to decide:

Do I want to use my swift action to activate my arcane strike this round or do I want to use it to activate my Bardic Music?

Definitely the swift action has options for that class. Speaking of which - off to play my Bard right now. Goodnight all!


Rezdave wrote:

For example ...

• Dismissing a Spell

For the record, Dismissing a spell is a standard action, RAW.

I like to sneak "dismiss as a move" as an added bonus in custom feats.

13th level bard by the way.


Zurai wrote:
Zmar wrote:

Well, perhaps you could consider something like this (definitely needs testing first - just a random idea)

Perform attack action as a move action from BAB +7
Perform attack action as a swift action from BAB +14

Perform move action as a swift action from BAB +10

This would allow making two or three attack action at full BAB per turn (or two and move) and allow to use up all your actions.

It would also let spell casters cast multiple quickened spells in a round.

How come?

I meant taking another move action instead of your swift action, not the other way around.

It was meant to allow more standard attacks with the full BAB or moves for higher level characters, but certainly not to afffect regular spellcasting procedures.


Zmar wrote:

How come?

I meant taking another move action instead of your swift action, not the other way around.

Whoops, that's my fault, I misread it.


Zurai wrote:
Zmar wrote:

How come?

I meant taking another move action instead of your swift action, not the other way around.

Whoops, that's my fault, I misread it.

Tehee, thought so... happens all the time (goes back to see the barbarian power thread)

Still, what do you think about this? You certainy are among those here who have better grasp on the math side of the game.


Another fine combat thread has slid into spells per second. I make them wait! I had a DM who would count components, written portions and paraphenelia too! AD&D does still rock this stuff out the door, anyway... Considering that I do box I must say that yes the most powerful parts of striking happen in a flash--practically without anytime at all, BUT you create that time with formal advancement through the Five Fists (jab, cross, uppercut, straight, and hook). So just throwing in a blast every round wouldn't be realistic. Although for a fist fighter six seconds provided enough time for as many as eleven punches. At high level wearing gauntlets this could pack ALOT of heat! So take it or leave it, you are the DM? Do it if you want too.


Bright wrote:
Another fine combat thread has slid into spells per second. I make them wait! I had a DM who would count components, written portions and paraphenelia too! AD&D does still rock this stuff out the door, anyway... Considering that I do box I must say that yes the most powerful parts of striking happen in a flash--practically without anytime at all, BUT you create that time with formal advancement through the Five Fists (jab, cross, uppercut, straight, and hook). So just throwing in a blast every round wouldn't be realistic. Although for a fist fighter six seconds provided enough time for as many as eleven punches. At high level wearing gauntlets this could pack ALOT of heat! So take it or leave it, you are the DM? Do it if you want too.

This was a combat thread? I thought that this was a "how to utilize your swift action a bit more" thread?

For me the d20 combat is purely abstract.

Hp somehow represent creature's ability to continue fighting and fighter's attack can be 20 jabs just as well as one mighty swing that in the end has the same result - it eats up a portion of fighting ability. Higher level characters get greater fighting ability reserves and a chance to eat up more of enemy reserves in turn.

How you choose to describe it is up to you alone IMHO.


To the OP: I like swift actions a tactical element too. I'd like it if there was a set of combat feats that used them better effect. They need not represent different action, but instead represent extreme focus on the part of the character, like back in the alpha when Dodge cost a swift action. That was kinda cool, and I wish there were more combat feats that did a similar thing. Perhaps there should be an "greater dodge", along with a slew of other "greater" combat feats that use swift actions, making you choose where to put your focus for the round.


Zmar wrote:
Zurai wrote:
Zmar wrote:

How come?

I meant taking another move action instead of your swift action, not the other way around.

Whoops, that's my fault, I misread it.

Tehee, thought so... happens all the time (goes back to see the barbarian power thread)

Still, what do you think about this? You certainy are among those here who have better grasp on the math side of the game.

It shouldn't be an issue from a math point of view. It gives an extra attack when you full attack at high levels or lets you move and full attack (which is basically just pounce, which was easy enough to get if you knew what you were doing in 3.5) at moderate to high levels. It might open up exploits that I'm not thinking of, and it definitely doesn't fit with what a swift action is conceptually (something that takes a very small but measurable amount of time), but now that I realize you only allow for swift actions to be converted to other actions, but not vice versa, it's fairly mechanically sound.


Thanks for the analysis. I was just looking for a quick fix ;)


Zmar, I didn't introduce the topic of boxing. What is the point in complaining about a rule that is not important enough. It's a rule, use it.


Bright wrote:
Zmar, I didn't introduce the topic of boxing. What is the point in complaining about a rule that is not important enough. It's a rule, use it.

Well, I could care less for the rule, Just telling it's a pure abstraction and trying to talk about realism is kinda useless. Aside from that I'm not the one who complains about the rules, I was just trying to deliver some quick fix. My group is actually quite satisfied with the system as it is.


Zmar wrote:
Bright wrote:
Zmar, I didn't introduce the topic of boxing. What is the point in complaining about a rule that is not important enough. It's a rule, use it.
Well, I could care less for the rule, Just telling it's a pure abstraction and trying to talk about realism is kinda useless. Aside from that I'm not the one who complains about the rules, I was just trying to deliver some quick fix. My group is actually quite satisfied with the system as it is.

The topic and the rule are both good, lists of actions and times have been developed, so why not create a structure for real combat? A right hook will either land or get blocked-exposing the ribs for a moment. There are punches, lunges, long kicks, headlocks, takedowns and the cross body block; to honestly cover the basics. Combat has not been getting any attention. People who do you round pieces seem to experiment and dungeon masters have absolutely no basis for claiming a character is tired or fatigued, though we often do. It isn't really a matter of damage, it is a matter of energy and position.


Just use the sudden metamagic feat for quicken instead of the regular quicken feat. We are still alowed to use material from 3.5 books if we want to. I don't think Jason Bulmahm, James Jacobs, or Eric Mona will come to our houses and stop us.

Grand Lodge

Zmar wrote:

Well, perhaps you could consider something like this (definitely needs testing first - just a random idea)

Perform attack action as a move action from BAB +7
Perform attack action as a swift action from BAB +14

Perform move action as a swift action from BAB +10

This would allow making two or three attack action at full BAB per turn (or two and move) and allow to use up all your actions.

Well...that is basically 2-3 attack at full BAB so that means power attacks are likely to hit on all counts...and 2-3 attack that can be vital strike attacks (or cleave/great cleave). That can get a mite powerful. Also converting a swift for a move means you can do full round spells (like summon spells) in one go. You can also move and full attack, move and whirlwind and what not. Or even whirlwind then vital strike/great cleave. Other then the spell issue however, it isn´t quite game breaking...but the power jump is higher then just getting a couple of full BAB attacks in one round.


Heh, for realism there can be many changes, but the question is how ballanced the thing would be.

Attack:
-No additional attack because of BAB
Standard action:
-One attack for every point of DEX bonus (minimum 1) at full BAB
-Two attacks for every point of DEX bonus (minimum 2) at BAB -5
Full-round action:
-Two attack for every point of DEX bonus (minimum 2) at full BAB
-Three attacks for every point of DEX bonus (minimum 3) at BAB -5

Armour:
-Split armour bonus between deflection, representing armour's ability to turn away blows, and absorbtion, representing armour's ability to absorb the impact.
-Piercing weapons overcome absorbtion AC, bludgeoning weapons overcome deflection AC and slashing weapons overcome half of both.
-This would allow to fine-tune how effective various weapon types are against different types of armour. Chain mail was for example much less effective against pircing weapons.

Ballance:
-Each character starts tracking ballance points in regards to north. -With every attack you choose to which direction you add two ballance points to your enemy (or one point to each for combination directions like SE) and one to the same direction to your rating. Add one additional point for every size category the target is smaller than you and one less point for every size category the target is bigger than you.
-If there are any points in the opposite direction, subtract appropriate number of points from that direction first.
-Alternatively instead of one of your attacks you can choose to regain ballance - you can remove total of 5 ballance points from any number of directions.
-If you have more than 5 points in one direction. You suffer a -2 penalty against attack adding ballance points to that direction.
-If you have 15 points or more in one direction you fall prone to the square where you have the most points.

Fatigue:
-After fighting for CON x 4 rounds you become fatigued.
-After fighting for CON x 8 rounds you become exhauseted.

The point is that a DM can make the rules he wants on the fly. It would be good to have some guidance for doing just that, but the sheer amount of text the all-compassing rules would recquire...


Cold Napalm wrote:
Zmar wrote:

Well, perhaps you could consider something like this (definitely needs testing first - just a random idea)

Perform attack action as a move action from BAB +7
Perform attack action as a swift action from BAB +14

Perform move action as a swift action from BAB +10

This would allow making two or three attack action at full BAB per turn (or two and move) and allow to use up all your actions.

Well...that is basically 2-3 attack at full BAB so that means power attacks are likely to hit on all counts...and 2-3 attack that can be vital strike attacks (or cleave/great cleave). That can get a mite powerful. Also converting a swift for a move means you can do full round spells (like summon spells) in one go. You can also move and full attack, move and whirlwind and what not. Or even whirlwind then vital strike/great cleave. Other then the spell issue however, it isn´t quite game breaking...but the power jump is higher then just getting a couple of full BAB attacks in one round.

Well, I think the fighting classes could still use some boost on higher levels, or rather that the the boost would somewhat disappear in it's signifficance.


I was thinking about the balance system I spewed forth a bit earlier and here is a slight revision:

Ballance:
-Each character starts tracking ballance points in regards to north. -With every successful attack you choose to which direction you add two ballance points to your enemy (or one point to each for combination directions like SE) and one to the same direction to your rating. Unsuccessful attack results in enemy gaining one point, while you gain two in he originally intended direction.
--Add one additional point to the target for every size category the target is smaller than you and one less point for every size category the target is bigger than you.
--Two handed weapons add one additional ballance point to every target, while light weapons add one less point.
--Add two balance points to the direction you charge for both you and the target.
-If there are any points in the opposite direction, subtract appropriate number of points from that direction first before you start to add in the oposite direction, so that there are never points in both opposite directions at once.
-For every 5 ft you move toward the direction in which you have ballance points subtract 2 ballance points.
-Alternatively instead of one attack you can choose to regain ballance. You can remove total of 5 ballance points from any number of directions with a successful DC 10 + total number of ballance points acrobatics check.
-If you have more than half of your CMD points in one direction. You suffer a -2 penalty against attacks adding ballance points to that direction.
-If you have more than your CMD points or more in one direction you must succeed in Acrobatics check equal to the number of ballance points or fall prone to the square where you have the most points.

Grand Lodge

Zmar wrote:


Well, I think the fighting classes could still use some boost on higher levels, or rather that the the boost would somewhat disappear in it's signifficance.

Well like I said, not game breaking...but the boost is quite significant...and it doesn´t actually fix why fighters are so weak at high levels anyways. Being able to do more damage isn´t the fix.


Cold Napalm wrote:
Being able to do more damage isn´t the fix.

This. I already built a fighter that could solo a Balor a reasonable percentage of the time. He did something like 250+ damage per round. Damage isn't the problem. The fact that dealing damage is the only option for Fighters is the problem. They're already quite good at dealing damage, arguably the best in "all-terrains" so to speak.


What about a feat chain that uses swift-actions to provide a modest bonus to various manuevers and other combat related actions (edit: mostly not direct damage stuff, but more about positioning/defense/other stuff that let's the fighter do more than just full attack). Maybe balance it against arcane strike, but gear it towards fighters/monks/conventional melée. I would even suggest that they scale with level so you are encouraged to pick up a few different ones.

Sovereign Court

James Jacobs wrote:

I'd actually like to keep swift actions relatively restrained. Not because doing so makes them more special, but because swift actions extend the length of a player's turn by giving him more options. And when you extend the length of a player's turn, they've got more choices to make and as a result their turns take progressively longer. Too many swift action options and suddenly one player might end up monopolizing the game play, since the amount of time you play in a session is unlikely to change.

Immediate actions are even worse, since they disrupt the flow of game play.

Not in my games, it doesn't matter how many actions you have in my games, or what level, each player has 30 seconds for their turn. I have a stop watch and everything :D


Cold Napalm wrote:
Zmar wrote:


Well, I think the fighting classes could still use some boost on higher levels, or rather that the the boost would somewhat disappear in it's signifficance.
Well like I said, not game breaking...but the boost is quite significant...and it doesn´t actually fix why fighters are so weak at high levels anyways. Being able to do more damage isn´t the fix.

Well, the ability to follow through teleport or perhaps ability to...

It all would recquire playtesting and work.

Let'shope that APG will address some issues and that the Pathfinder 2.0 will in the end deliver the best solution when it's finally made :D

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