[unchained] How is the new action economy system?


Pathfinder First Edition General Discussion

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Kudaku wrote:

I think you're onto something here, but there are a ton of different things that use swift actions - hard to get a good idea of what would and wouldn't be covered. Off the top of my head I think style feats, studied combat*, studied target, smite evil, instant enemy, bane and judgement* would all work with that house rule. Martial Flexibility is iffy, since there are times when you want to pick up a feat preemptively.

I'm really looking forward to play testing this system, but I'm still leaning towards making the first swift action in a round not take an action. It seems like the easiest way to fix the problem.

** spoiler omitted **

Like thejeff said, being allowed to make an attack doesn't mean you have to take it, so Studied Combat, Martial Flexibility and other defensive/utility bonuses still work just fine.

I considered quickened spells to not be included because they aren't a class feature, they're a metamagicked spell.

That said, the problem with preserving the swift action is that it makes the system changes a lot less dramatic. It basically simply splits the standard action into two move actions and tells you that attacks are now worth one move action each, and that quicken spells are a move action now. That's just a lot less impactful than before.


I'm perfectly fine with swift actions becoming 1 act actions. Same with 5ft step. A long time ago there was discussion about whether or not to house rule that you could sacrifice your move action to make another swift action. I heard good arguments for why swift was a pretty powerful action compared to a move action. Some things definitely lose out while other things are buffed. The list of buffed things are more than likely the things that need help the most. Old strategies are less viable and others become more viable. I think that goes with a change in the system and there's no way to really achieve what the new action economy does without sacrifice. Alternatively it's easy to port Swift actions back into being non-act actions, and same with 5 ft step, but either way you have to plan and build depending on how the action economy in your games are going to work. For me the only thing I'd alter is Spellstrike. It is a non-action that turns into a 2-act action when it functions as it did before when you don't call it out.


The problem with "X can be an attack but doesn't have to be so it's okay" ignores that hey, X can be an attack.

Studied Combat under the old system was simply "Do I have Studied Combat up? No. Do I have an available swift action (because let's face it, we all know you're taking Quick Study)? Yes. Let's use my core class feature!

Now: Do I have Studied Combat up? No. Do I have an available action? Yes. Is Studied Combat going to be more worthwhile than making another attack? Maybe, maybe not. Should I use my core class feature, or should I just stab the guy? That's going to take some number crunching. At least some of the time, it will be "just stab the guy".

Anything that de-incentivizes core class features has some problems.

Verdant Wheel

And if we could have an action to lend a action to the next round ? Like a 2 act now to do a 4 acts next round ?


from what i understand so far, a houserule i think my table will be using (until we can put our heads together for a more elegant solution) will be:

-everyone gets 1 'swift' action free on their turn, additional swift actions cost one action as normal.
-casting a spell (even modified with quickened spell or similar abilities) always costs at least 1 action, unless the spell is a swift action to cast to begin with.
-other exceptions to this rule exist, such as the magus or warpriest's class abilities (ones that bundle a spell to another action)
-'paired' natural attacks (such as claw/claw, wing/wing, etc) use a single action, similar to using the two-weapon fighting feat.

helps un-bone classes and monsters that got left in the lurch by the economy shift, still keeps spellcasting in its new less-mobile state.

thoughts?

also, im unsure how to handle vital strike-at one action it's strictly better than a single attack (slightly weaker than twf, i think), but at 2 actions it's FAR worse than just attacking twice.
i've also considered letting classes use their immediate/reactionary action for the turn instead of granting the free swift action.

.

edit: also @the t-rex comment(s) earlier: it's too bad crane wing is dead now, huh?


AndIMustMask wrote:

from what i understand so far, a houserule i think my table will be using (until we can put our heads together for a more elegant solution) will be:

-everyone gets 1 'swift' action free on their turn, additional swift actions cost one action.
-casting a spell (even modified with quickened spell or similar abilities) always costs at least 1 action, unless the spell is a swift action to cast to begin with.
-other exceptions to this rule exist, such as the magus or warpriest's class abilities (ones that bundle a spell to another action)
-'paired' natural attacks (such as claw/claw, wing/wing, etc) use a single action, similar to using the two-weapon fighting feat.

helps un-bone classes and monsters that got left in the lurch by the economy shift, still keeps spellcasting in its new less-mobile state.

thoughts?

also, im unsure how to handle vital strike-at one action it's strictly better than a single attack (slightly weaker than twf, i think), but at 2 actions it's FAR worse than just attacking twice.
i've also considered letting classes use their immediate/reactionary action for the turn instead of granting the free swift action.

.

edit: also @the t-rex comment(s) earlier: it's too bad crane wing is dead now, huh?

I would say something against spells being 1 act. It seems the paradigm is that anything that is a Standard or attack action turns into a 2 act action while anything that can be an attack or replace an attack is a 1 act action.

I think the more 'fair' house rule would probably be to have swift actions eat your reaction.

While the ruling pattern would make Vital Strike a 2 act action I would find it more fair to make it function like TWF where each feat handles a different iteration of attack actions. It functionally becomes a two handed weapon version of TWF under this system only slightly worse in exchange for the extra damage. Add in a generic dex to damage feat and they're about even.


Malwing wrote:
AndIMustMask wrote:

from what i understand so far, a houserule i think my table will be using (until we can put our heads together for a more elegant solution) will be:

-everyone gets 1 'swift' action free on their turn, additional swift actions cost one action.
-casting a spell (even modified with quickened spell or similar abilities) always costs at least 1 action, unless the spell is a swift action to cast to begin with.
-other exceptions to this rule exist, such as the magus or warpriest's class abilities (ones that bundle a spell to another action)
-'paired' natural attacks (such as claw/claw, wing/wing, etc) use a single action, similar to using the two-weapon fighting feat.

helps un-bone classes and monsters that got left in the lurch by the economy shift, still keeps spellcasting in its new less-mobile state.

thoughts?

also, im unsure how to handle vital strike-at one action it's strictly better than a single attack (slightly weaker than twf, i think), but at 2 actions it's FAR worse than just attacking twice.
i've also considered letting classes use their immediate/reactionary action for the turn instead of granting the free swift action.

.

edit: also @the t-rex comment(s) earlier: it's too bad crane wing is dead now, huh?

I would say something against spells being 1 act. It seems the paradigm is that anything that is a Standard or attack action turns into a 2 act action while anything that can be an attack or replace an attack is a 1 act action.

I think the more 'fair' house rule would probably be to have swift actions eat your reaction.

While the ruling pattern would make Vital Strike a 2 act action I would find it more fair to make it function like TWF where each feat handles a different iteration of attack actions. It functionally becomes a two handed weapon version of TWF under this system only slightly worse in exchange for the extra damage. Add in a generic dex to damage feat and they're about even.

Why would you ever not use Vital Strike in this system? An extra damage die for no penalty except the feat cost. Goes a long way towards keeping 2HF on top.

Of course, the reverse is also true, why would you ever use Vital STrike if it took 2 actions? I guess if you were very likely to miss at -10? Bonus to damage on your first attack, then a normal one at -5? Probably not worth the feat tax most of the time.


Malwing wrote:
AndIMustMask wrote:

from what i understand so far, a houserule i think my table will be using (until we can put our heads together for a more elegant solution) will be:

-everyone gets 1 'swift' action free on their turn, additional swift actions cost one action.
-casting a spell (even modified with quickened spell or similar abilities) always costs at least 1 action, unless the spell is a swift action to cast to begin with.
-other exceptions to this rule exist, such as the magus or warpriest's class abilities (ones that bundle a spell to another action)
-'paired' natural attacks (such as claw/claw, wing/wing, etc) use a single action, similar to using the two-weapon fighting feat.

helps un-bone classes and monsters that got left in the lurch by the economy shift, still keeps spellcasting in its new less-mobile state.

thoughts?

also, im unsure how to handle vital strike-at one action it's strictly better than a single attack (slightly weaker than twf, i think), but at 2 actions it's FAR worse than just attacking twice.
i've also considered letting classes use their immediate/reactionary action for the turn instead of granting the free swift action.

.

edit: also @the t-rex comment(s) earlier: it's too bad crane wing is dead now, huh?

I would say something against spells being 1 act. It seems the paradigm is that anything that is a Standard or attack action turns into a 2 act action while anything that can be an attack or replace an attack is a 1 act action.

I think the more 'fair' house rule would probably be to have swift actions eat your reaction.

While the ruling pattern would make Vital Strike a 2 act action I would find it more fair to make it function like TWF where each feat handles a different iteration of attack actions. It functionally becomes a two handed weapon version of TWF under this system only slightly worse in exchange for the extra damage. Add in a generic dex to damage feat and they're about even.

using the reaction does make it a bit less of a no-brainer, yeah. also make combat reflexes for AoOs a bit mor attractive, since you could use your regular reaction for a swift action, and still AoO things outside of your turn.

anyway: casting a spell (2 actions) and then a quickened spell (1 action) in a single turn seems fine to me, since wizards can already do that--they're only really losing out on their mobility, which is fine.

then again with my ruling one could feasibly cast a swift-action-base spell (reaction), cast a regular spell (2 actions), and cast a quickened spell (1 action) in a single turn. hmm.

limiting it to divine-only would help keep the paladin/inquisitor and their spellcasting working properly, but seems too biased.

.

thejeff wrote:

Why would you ever not use Vital Strike in this system? An extra damage die for no penalty except the feat cost. Goes a long way towards keeping 2HF on top.

Of course, the reverse is also true, why would you ever use Vital STrike if it took 2 actions? I guess if you were very likely to miss at -10? Bonus to damage on your first attack, then a normal one at -5? Probably not worth the feat tax most of the time.

actually a thought occurs to me--why not have it cost 2 actions, but let people buffer it with their reaction?

so you could fit two 2-action vital strikes (2 actions, 1 action+reaction) in a single turn if you didn't move.

could give people who dont usually have swift action class abilities to take advantage of my rule's 'reaction trade' thing something to use it with.

applying it to other feats similarly might help that as well.


The swift action is a bad mechanic because of how limited a resource it is and the implications it places on game design.

Anyone who looked at the final version of the warpriest and the magus understands this, there are too many things you need to do with it than you have time for, and the main reason to do such a thing is so that you can take the full round action. But you don't want to take that full round action unless you can manage to get both of those abilities that you can only take one of.

By shoehorning abilities into this mechanic, for the sole purpose of not taking away a martial classes full round, they limit how much the class can actually do with their class abilities. As a warpriest I have to decide between buffing my armor/weapon OR casting a very important buff spell (Divine Power most likely). This is because I am limited to only one swift action per turn. In a system that does away with that (this one) I can do both, and still get two swings in the same turn, four swings with Two Weapon Fighting.

Re-introducing the swift action with the caveats of not letting spellcasters benefit from it, or by allowing you to still downgrade your actions and take more swift actions just creates an unbalanced system where classes who have nothing to use their swift action on are punished for not playing a better class.

I still don't get why that third attack is so game breaking.


master_marshmallow wrote:

The swift action is a bad mechanic because of how limited a resource it is and the implications it places on game design.

Anyone who looked at the final version of the warpriest and the magus understands this, there are too many things you need to do with it than you have time for, and the main reason to do such a thing is so that you can take the full round action. But you don't want to take that full round action unless you can manage to get both of those abilities that you can only take one of.

By shoehorning abilities into this mechanic, for the sole purpose of not taking away a martial classes full round, they limit how much the class can actually do with their class abilities. As a warpriest I have to decide between buffing my armor/weapon OR casting a very important buff spell (Divine Power most likely). This is because I am limited to only one swift action per turn. In a system that does away with that (this one) I can do both, and still get two swings in the same turn, four swings with Two Weapon Fighting.

How are you getting both (at 1 act each, I believe) and two swings, also at one act each?

Aren't you facing the same basic limit? Either 2 both buffs and attack once or just do one and full attack (or attack twice in the new paradigm). Of course, if you're TWF, each attack is two swings, which it wouldn't have been the old way.


I always saw Swift actions and the 5-foot move as a patch to a problem with the system. They fact that iterative attacks made classes so dependent on the full-round that they needed a swift action to do anything else that was interesting. The swift actions were swift because because classes were often limited in what they can do.

I, personally, would rather have this system that opens up more options than the old one.


Albatoonoe wrote:

I always saw Swift actions and the 5-foot move as a patch to a problem with the system. They fact that iterative attacks made classes so dependent on the full-round that they needed a swift action to do anything else that was interesting. The swift actions were swift because because classes were often limited in what they can do.

I, personally, would rather have this system that opens up more options than the old one.

i'll agree that this system does open up a lot of options (it really does). I just feel it needs to be considerate of the classes that were unfortunate enough to be designed for the previous system--otherwise we'd need a whole wave of unchained classes (magus/cavalier/swash/etc) designed with this in mind so they're not tripping over themselves as they are now.

so far this new action economy makes combat more mobile (always a plus), slows down kiting wizards (good), and removes 1/4 of every full bab class' damage output--since even at -15, the barbarian, paladin, slayer, fighter, and ranger could still land that last iterative reliably--in the endgame (not a plus, but only affects level 16+ gameplay).

overall that's pretty great so far--i just want it to be a little better
edit: er, better right now, instead of waiting for four more books and as much money for paizo to finally patch the system, if they even do so at all--after all, wordcasting was pretty freaking neato, and it's never gonna see the light of day again.


thejeff wrote:
master_marshmallow wrote:

The swift action is a bad mechanic because of how limited a resource it is and the implications it places on game design.

Anyone who looked at the final version of the warpriest and the magus understands this, there are too many things you need to do with it than you have time for, and the main reason to do such a thing is so that you can take the full round action. But you don't want to take that full round action unless you can manage to get both of those abilities that you can only take one of.

By shoehorning abilities into this mechanic, for the sole purpose of not taking away a martial classes full round, they limit how much the class can actually do with their class abilities. As a warpriest I have to decide between buffing my armor/weapon OR casting a very important buff spell (Divine Power most likely). This is because I am limited to only one swift action per turn. In a system that does away with that (this one) I can do both, and still get two swings in the same turn, four swings with Two Weapon Fighting.

How are you getting both (at 1 act each, I believe) and two swings, also at one act each?

Aren't you facing the same basic limit? Either 2 both buffs and attack once or just do one and full attack (or attack twice in the new paradigm). Of course, if you're TWF, each attack is two swings, which it wouldn't have been the old way.

Because Divine Power gives you an extra act ala Haste attack.


AndIMustMask wrote:
Albatoonoe wrote:

I always saw Swift actions and the 5-foot move as a patch to a problem with the system. They fact that iterative attacks made classes so dependent on the full-round that they needed a swift action to do anything else that was interesting. The swift actions were swift because because classes were often limited in what they can do.

I, personally, would rather have this system that opens up more options than the old one.

i'll agree that this system does open up a lot of options (it really does). I just feel it needs to be considerate of the classes that were unfortunate enough to be designed for the previous system--otherwise we'd need a whole wave of unchained classes (magus/cavalier/swash/etc) designed with this in mind so they're not tripping over themselves as they are now.

so far this new action economy makes combat more mobile (always a plus), slows down kiting wizards (good), and removes 1/4 of every full bab class' damage output--since even at -15, the barbarian, paladin, slayer, fighter, and ranger could still land that last iterative reliably--in the endgame (not a plus, but only affects level 16+ gameplay).

overall that's pretty great so far--i just want it to be a little better.

I'm going to start playing with it and see where things need adjudication from actual play, though. In theory some things might be terrible, but in actual play it might be alright. I'm hoping it's more alright than not.


Albatoonoe wrote:
AndIMustMask wrote:
Albatoonoe wrote:

I always saw Swift actions and the 5-foot move as a patch to a problem with the system. They fact that iterative attacks made classes so dependent on the full-round that they needed a swift action to do anything else that was interesting. The swift actions were swift because because classes were often limited in what they can do.

I, personally, would rather have this system that opens up more options than the old one.

i'll agree that this system does open up a lot of options (it really does). I just feel it needs to be considerate of the classes that were unfortunate enough to be designed for the previous system--otherwise we'd need a whole wave of unchained classes (magus/cavalier/swash/etc) designed with this in mind so they're not tripping over themselves as they are now.

so far this new action economy makes combat more mobile (always a plus), slows down kiting wizards (good), and removes 1/4 of every full bab class' damage output--since even at -15, the barbarian, paladin, slayer, fighter, and ranger could still land that last iterative reliably--in the endgame (not a plus, but only affects level 16+ gameplay).

overall that's pretty great so far--i just want it to be a little better.

I'm going to start playing with it and see where things need adjudication from actual play, though. In theory some things might be terrible, but in actual play it might be alright. I'm hoping it's more alright than not.

i'd say keep folks posted (maybe with a thread or something later) for that, since a lot of my worries could just be making a mountain out of a molehill, as i tend to do.

i'd love to see some playtest logs for the new stuff once the pdf drops for most people.


I like the new action economy rules, but they need some serious work. I dig that it was a subtle buff to martial characters (in general), a subtle nerf to casters, and puts the brakes on some of the cheesier builds, but there are a lot of unintended consequences born of the minimal page count they devoted to it.

Vital strike was the first thing I thought of, then some of the swift actions. For things like this, I think the best fix would be to go through them one by one and make a call rather than play them as written.

Some things that are swift actions currently, should be free actions using this optional rule, and some things that are currently standard actions (like vital strike) should take 2 actions. I'm fine with a character making a vital strike and a single normal strike at -5 in a round, but not 3 greater vital strikes.


maalpheron wrote:

I like the new action economy rules, but they need some serious work. I dig that it was a subtle buff to martial characters (in general), a subtle nerf to casters, and puts the brakes on some of the cheesier builds, but there are a lot of unintended consequences born of the minimal page count they devoted to it.

Vital strike was the first thing I thought of, then some of the swift actions. For things like this, I think the best fix would be to go through them one by one and make a call rather than play them as written.

Some things that are swift actions currently, should be free actions using this optional rule, and some things that are currently standard actions (like vital strike) should take 2 actions. I'm fine with a character making a vital strike and a single normal strike at -5 in a round, but not 3 greater vital strikes.

I agree with everything here.

I also think the 5 foot step should revert to a non action.

I do like the reaction mechanic, but upthread someone mentioned some exploitation of it to cast an extra quickened spell, and that's not how it works. To use your immediate action, the spell must have a casting time of one immediate action. The only difference now is that your immediate action doesn't eat up your swift on your next turn, which is better game design.


Considering that Swift actions normally eat your immediate action I think its a fair house rule to allow swift actions that eat reactions. Not much is different and if you allow it to be an exception instead of a general rule you can make up to four swifts in a round. Sure you could potentially cast three spells in a round but I've always found novaing to be the worst tactic in an unfamiliar environment so its not that good of an idea. Plus doing so will eat up three +3 spell level slots so at the best you're casting three 6th level spells in one round during the end game where one 9th level spell would probably serve you much better, especially when you're competing against the triple Vital Strike warriors dealing insane damage.

Speaking of Vital Strike, I do think that TWF+dex to damage would be on par with triple Vital Strikes if we make it mirror TWF as it progresses. But let me run some artificial numbers. Say you're working with dex to damage and TWF along with Vital Strikes and THW, both at 20 dex and 20 str at say lvl 20 Full BAB with nothing else tacked on. Greatswords and Kukris.

Dex+TWF= +23/23/+18/+18/+13/+13 (1d4+5, 18-20)

VS+THW= +25/+20/+15 (4d6+7, 19-20)

With the assumption they all hit and average it out we're looking at:

TWF= 45 damage.
THW= 63 damage.

Seems about right with TWF getting less damage and accuracy for double+ the chances to crit and stacking on any kind of static bonus. With Piranha Strike and Power Attack it goes to 57 and 81. Too lazy to math beyond that point though but it looks like they could be reasonably equivalent. I could be wrong though. The TWF is two to three feats behind though.


master_marshmallow wrote:
maalpheron wrote:

I like the new action economy rules, but they need some serious work. I dig that it was a subtle buff to martial characters (in general), a subtle nerf to casters, and puts the brakes on some of the cheesier builds, but there are a lot of unintended consequences born of the minimal page count they devoted to it.

Vital strike was the first thing I thought of, then some of the swift actions. For things like this, I think the best fix would be to go through them one by one and make a call rather than play them as written.

Some things that are swift actions currently, should be free actions using this optional rule, and some things that are currently standard actions (like vital strike) should take 2 actions. I'm fine with a character making a vital strike and a single normal strike at -5 in a round, but not 3 greater vital strikes.

I agree with everything here.

I also think the 5 foot step should revert to a non action.

I do like the reaction mechanic, but upthread someone mentioned some exploitation of it to cast an extra quickened spell, and that's not how it works. To use your immediate action, the spell must have a casting time of one immediate action. The only difference now is that your immediate action doesn't eat up your swift on your next turn, which is better game design.

er, were you referring to my houserule musing? that's exactly that--houserules (and still WIP ones at that)


AndIMustMask wrote:
master_marshmallow wrote:
maalpheron wrote:

I like the new action economy rules, but they need some serious work. I dig that it was a subtle buff to martial characters (in general), a subtle nerf to casters, and puts the brakes on some of the cheesier builds, but there are a lot of unintended consequences born of the minimal page count they devoted to it.

Vital strike was the first thing I thought of, then some of the swift actions. For things like this, I think the best fix would be to go through them one by one and make a call rather than play them as written.

Some things that are swift actions currently, should be free actions using this optional rule, and some things that are currently standard actions (like vital strike) should take 2 actions. I'm fine with a character making a vital strike and a single normal strike at -5 in a round, but not 3 greater vital strikes.

I agree with everything here.

I also think the 5 foot step should revert to a non action.

I do like the reaction mechanic, but upthread someone mentioned some exploitation of it to cast an extra quickened spell, and that's not how it works. To use your immediate action, the spell must have a casting time of one immediate action. The only difference now is that your immediate action doesn't eat up your swift on your next turn, which is better game design.

er, were you referring to my houserule musing? that's exactly that--houserules (and still WIP ones at that)

Yes I was. Looking back at things like the Hexblade from Complete Warrior, and then at later classes you really see how the invention of the swift action happened. I'm not a fan, but I understand that some actions seem like they could be less of an act.

I think, not unlike the existing system for stamina, there ought to be new feats and redone feats to reflect the changes in this system.


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master_marshmallow wrote:
AndIMustMask wrote:
master_marshmallow wrote:
maalpheron wrote:

I like the new action economy rules, but they need some serious work. I dig that it was a subtle buff to martial characters (in general), a subtle nerf to casters, and puts the brakes on some of the cheesier builds, but there are a lot of unintended consequences born of the minimal page count they devoted to it.

Vital strike was the first thing I thought of, then some of the swift actions. For things like this, I think the best fix would be to go through them one by one and make a call rather than play them as written.

Some things that are swift actions currently, should be free actions using this optional rule, and some things that are currently standard actions (like vital strike) should take 2 actions. I'm fine with a character making a vital strike and a single normal strike at -5 in a round, but not 3 greater vital strikes.

I agree with everything here.

I also think the 5 foot step should revert to a non action.

I do like the reaction mechanic, but upthread someone mentioned some exploitation of it to cast an extra quickened spell, and that's not how it works. To use your immediate action, the spell must have a casting time of one immediate action. The only difference now is that your immediate action doesn't eat up your swift on your next turn, which is better game design.

er, were you referring to my houserule musing? that's exactly that--houserules (and still WIP ones at that)

Yes I was. Looking back at things like the Hexblade from Complete Warrior, and then at later classes you really see how the invention of the swift action happened. I'm not a fan, but I understand that some actions seem like they could be less of an act.

I think, not unlike the existing system for stamina, there ought to be new feats and redone feats to reflect the changes in this system.

i'd love to see a pamphlet or pdf just going over how feats and other abilities now interact with stamina/action economy overhaul.


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master_marshmallow wrote:
I still don't get why that third attack is so game breaking.

Because the swift action is balanced on the caveat that the action does not interfere with your other actions. Would some abilities still be usable? Maybe, but you'd have to look through each ability separately and rejudge every ability to determine this. Tactician is much weaker, Studied Combat is very weak until later levels, Brawler's Martial Flexibility is significantly worse because Swift Action Feat generation is weaker, and many Swift Action spells no longer have any point (Every Alchemist who wishes they could use Burst of Speed knows what I'm talking about). And, granted, if you're at early levels, a -10 attack isn't that effective, but you really aren't being creative enough if you can't come up with other uses for the extra action (Changing Move to double Move, for example, is potentially very useful).

Your example, with the Warpriest and the Magus, has a crucial misunderstanding in my opinion. There are two aspects to Swift Actions in the original system:

1) Swift Actions do not interfere with other actions.
2) You only get one Swift Action per turn.

The problem you attribute is entirely a product of the second problem, which was a necessary patch to combat action economy creep. None of these problems are inherent to the first aspect, that Swift Actions are free and the abilities are balanced with the assumption that you don't spend significant time finagling with buffs in the first round, except for the fact that the first aspect semi-necessitates the second. We see this with gish patterns, where many gishes jump through millions of hoops to ensure that they spend minimum time in combat actually buffing and that the only in-combat buffs they run are extremely powerful, comparatively.

If you patch the new system with "the first swift action is free", then this problem goes away, because if you want, you can make sacrifices to get all your Swift Action buffs ready, but the classes that were dependent on at least one Swift Action aren't hosed into making significant sacrifices in their first round to get their class in order. And the idea that this makes "non-Swift Action using classes non-viable" is foolhardy, because making punishing the Swift Action using classes makes THOSE classes non-viable.


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AncientSpark wrote:
master_marshmallow wrote:
I still don't get why that third attack is so game breaking.

Because the swift action is balanced on the caveat that the action does not interfere with your other actions. Would some abilities still be usable? Maybe, but you'd have to look through each ability separately and rejudge every ability to determine this. Tactician is much weaker, Studied Combat is very weak until later levels, Brawler's Martial Flexibility is significantly worse because Swift Action Feat generation is weaker, and many Swift Action spells no longer have any point (Every Alchemist who wishes they could use Burst of Speed knows what I'm talking about). And, granted, if you're at early levels, a -10 attack isn't that effective, but you really aren't being creative enough if you can't come up with other uses for the extra action (Changing Move to double Move, for example, is potentially very useful).

Your example, with the Warpriest and the Magus, has a crucial misunderstanding in my opinion. There are two aspects to Swift Actions in the original system:

1) Swift Actions do not interfere with other actions.
2) You only get one Swift Action per turn.

The problem you attribute is entirely a product of the second problem, which was a necessary patch to combat action economy creep. None of these problems are inherent to the first aspect, that Swift Actions are free and the abilities are balanced with the assumption that you don't spend significant time finagling with buffs in the first round, except for the fact that the first aspect semi-necessitates the second. We see this with gish patterns, where many gishes jump through millions of hoops to ensure that they spend minimum time in combat actually buffing and that the only in-combat buffs they run are extremely powerful, comparatively.

If you patch the new system with "the first swift action is free", then this problem goes away, because if you want, you can make sacrifices to get all your Swift Action buffs ready, but the classes that...

But how is that fair to the other classes who don't get a free extra act based solely on the idea that you just want to be able to do more things?

It's not a good fix because it shows blatant bias towards those classes.

And studied target and martial flexibility are plain and simply buffed because the only take a single act at earlier levels and don't interfere with the rest of your round.

The only thing you lose is the third attack in a scenario where you would be taking a full round, but that isn't a bad thing as far as game balance goes.

How about the fact that a magus can boost his attack to match or exceed that of a fighter's simply because he has a special ability to do so, and he gets it for free every round (the swift action). Now the magus has to choose to forgo an attack to do it where a fighter does not.

It is much more balanced than people realize.

A paladin who casts Litany of Righteousness and gets two attacks in gets the equivalent of 4x damage, or 4 attacks. That's worth a single attack slot.

The point is giving more actions to classes so they can continue to have unfair advantages is the exact kind of scenario that this system was invented for.

Previous terrible options get better and older extremely powerful options get slightly nerfed leading to a more balanced game.

Also why is the cavalier hurt for actions again?


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AndIMustMask wrote:

wait, unless im misreading this, marshmallow is the one who points out that apparently everyone's taking twf now, and then says 'we're just looking at class abilities not feats' when kudaku does consider the twf angle?

because specifically some classes get it easier than others. though i would consider it a part of the fighters's class features since they have free combat feats and need dex to use armor class features.


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I'm thinking of using the system as a base but doubling the number of acts you have. attacking is 2 acts, movement is 2, random standard actions are 3, spells are 4, and swift actions are 1(with some limit on this). maybe under this each next swift actions cost improves by 1, such that you can use all your acts for 3 swift actions or just 1 for a single.

maybe a feat that needs combat reflexes to tone swift action's cost down by 1

I feel he intent of this system is to mostly be the same but allow people to do crazy things like use 3 movement actions and what not.


Bandw2 wrote:
AndIMustMask wrote:

wait, unless im misreading this, marshmallow is the one who points out that apparently everyone's taking twf now, and then says 'we're just looking at class abilities not feats' when kudaku does consider the twf angle?

because specifically some classes get it easier than others. though i would consider it a part of the fighters's class features since they have free combat feats and need dex to use armor class features.

A point which I acknowledge.

But then again, I very rarely see people complaining about buffs to the fighter.

The fact of the matter is that monks and brawlers just plain get those extra attacks as part of their class progression. Core rangers who aren't using archery (and therefore the ones that we would be discussing) also have it for free. Slayers by extension also have it, as part of what their class package gives them.

To me, that isn't a feat because its not something you chose to take as part of your specific build, because its something you end up having whether you want it or not.

I guess we could bring up other ranger combat styles, but they end up being mounted combat and BFS style which are generally considered weak options for the ranger anyway. The other choices are more ranged option and sword and board which is just a different iteration of TWF which leads back to the original point.

Fighters can take it as an option, and now it's a good option. The fighter now gets the most attacks, unless we look at a barbarian picking up claw attacks (which I'm pretty sure still both function at full BAB even though they require separate actions.)


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master_marshmallow wrote:
Bandw2 wrote:
AndIMustMask wrote:

wait, unless im misreading this, marshmallow is the one who points out that apparently everyone's taking twf now, and then says 'we're just looking at class abilities not feats' when kudaku does consider the twf angle?

because specifically some classes get it easier than others. though i would consider it a part of the fighters's class features since they have free combat feats and need dex to use armor class features.

A point which I acknowledge.

But then again, I very rarely see people complaining about buffs to the fighter.

The fact of the matter is that monks and brawlers just plain get those extra attacks as part of their class progression. Core rangers who aren't using archery (and therefore the ones that we would be discussing) also have it for free. Slayers by extension also have it, as part of what their class package gives them.

To me, that isn't a feat because its not something you chose to take as part of your specific build, because its something you end up having whether you want it or not.

I guess we could bring up other ranger combat styles, but they end up being mounted combat and BFS style which are generally considered weak options for the ranger anyway. The other choices are more ranged option and sword and board which is just a different iteration of TWF which leads back to the original point.

Fighters can take it as an option, and now it's a good option. The fighter now gets the most attacks, unless we look at a barbarian picking up claw attacks (which I'm pretty sure still both function at full BAB even though they require separate actions.)

I'm of the opinion fighters are semi-OP in battle against non-specific or mixed enemies. constant large DPR, and the feats mean that it's hard to place how or what a fighter will actually do.

however, THEY'RE BORING and can;t do anything but KILL KILL KILL!


Bandw2 wrote:
master_marshmallow wrote:
Bandw2 wrote:
AndIMustMask wrote:

wait, unless im misreading this, marshmallow is the one who points out that apparently everyone's taking twf now, and then says 'we're just looking at class abilities not feats' when kudaku does consider the twf angle?

because specifically some classes get it easier than others. though i would consider it a part of the fighters's class features since they have free combat feats and need dex to use armor class features.

A point which I acknowledge.

But then again, I very rarely see people complaining about buffs to the fighter.

The fact of the matter is that monks and brawlers just plain get those extra attacks as part of their class progression. Core rangers who aren't using archery (and therefore the ones that we would be discussing) also have it for free. Slayers by extension also have it, as part of what their class package gives them.

To me, that isn't a feat because its not something you chose to take as part of your specific build, because its something you end up having whether you want it or not.

I guess we could bring up other ranger combat styles, but they end up being mounted combat and BFS style which are generally considered weak options for the ranger anyway. The other choices are more ranged option and sword and board which is just a different iteration of TWF which leads back to the original point.

Fighters can take it as an option, and now it's a good option. The fighter now gets the most attacks, unless we look at a barbarian picking up claw attacks (which I'm pretty sure still both function at full BAB even though they require separate actions.)

I'm of the opinion fighters are semi-OP in battle against non-specific or mixed enemies. constant large DPR, and the feats mean that it's hard to place how or what a fighter will actually do.

however, THEY'RE BORING and can;t do anything but KILL KILL KILL!

The game is asymmetrical, and some people actually like that about the class.

Especially in more combat focused games where your skills really don't affect much.

Not that I don't understand, I have a thread going currently about my own personal fix to the fighter with regards to balancing it with the rest of the classes.


Pathfinder Lost Omens Subscriber

4+int to SPs goes a long way.


AndIMustMask wrote:

from what i understand so far, a houserule i think my table will be using (until we can put our heads together for a more elegant solution) will be:

-everyone gets 1 'swift' action free on their turn, additional swift actions cost one action as normal.
-casting a spell (even modified with quickened spell or similar abilities) always costs at least 1 action, unless the spell is a swift action to cast to begin with.
-other exceptions to this rule exist, such as the magus or warpriest's class abilities (ones that bundle a spell to another action)
-'paired' natural attacks (such as claw/claw, wing/wing, etc) use a single action, similar to using the two-weapon fighting feat.

helps un-bone classes and monsters that got left in the lurch by the economy shift, still keeps spellcasting in its new less-mobile state.

#1 works. I would honestly consider restricting things to one swift action past the freebe though. Swift Actions can be powerful.

#2 I'm torn on. I'm trying to find a way to break casting three spells in one turn, but given how specific the requirements are turning out to be (one must be swift action, one must be low-leveled enough to be Quickened), it's hard. A blaster build using Cold Ice Strike as a secondary spell maybe, but blasters don't necessarily have a lot of room for "secondary spells".
#3, the Magus doesn't have any native ways to cast spells as a swift action. The closest is a 1/day free Quicken Spell, which would work as under your point #2. The rest of their shenanigans are already covered by the rewrite to Spell Combat (and Spellstrike, which I would houserule out of existence personally, but I've been over that one). The Warpriest does have swift action casting with Fervor, but it's not really bundling into another action. I see what you're going for, but I think you could word this one much better.
#4, I'm wondering if you should just make that any two natural attacks. I was toying around with something similar and that was pretty much what I came up with. I would probably pull the 'full attack with natural weapons' act outright for this. It caps you at six natural attacks per round, but... that is not exactly a big restriction. That's what dragons typically top out at, and most PC builds that aren't throwing all of their feats into "ALL THE ATTACKS" type setups.

It may, however, make natural weapons a bit too good. I don't think so, since it's not far off from how they operate now, but I could see the problem arising.

AndIMustMask wrote:

also, im unsure how to handle vital strike-at one action it's strictly better than a single attack (slightly weaker than twf, i think), but at 2 actions it's FAR worse than just attacking twice.

i've also considered letting classes use their immediate/reactionary action for the turn instead of granting the free swift action.

I'm leery on commenting on the reactions system until I know exactly how that interacts with Combat Reflexes et al.

Vital Strike: how much do you care, honestly? You have a couple options:

1. Vital Strike is one act, but once per round. Straight damage boost, but roughly comparable to Weapon Specialization in effect (mildly better at the high end and can be taken multiple times though). Open to more abuse though.

2. Vital Strike is two acts. It pretty much sits where it is now, as a specialty piece. Though the corollary to "Vital Strike is only used on specialty builds" is that Vital Strike is used. That may or may not be enough for you. Not highly abuseable, worthless on most builds, but useable as a specialty setup.

master_marshmallow wrote:

The swift action is a bad mechanic because of how limited a resource it is and the implications it places on game design.

Anyone who looked at the final version of the warpriest and the magus understands this, there are too many things you need to do with it than you have time for, and the main reason to do such a thing is so that you can take the full round action. But you don't want to take that full round action unless you can manage to get both of those abilities that you can only take one of.

By shoehorning abilities into this mechanic, for the sole purpose of not taking away a martial classes full round, they limit how much the class can actually do with their class abilities. As a warpriest I have to decide between buffing my armor/weapon OR casting a very important buff spell (Divine Power most likely). This is because I am limited to only one swift action per turn. In a system that does away with that (this one) I can do both, and still get two swings in the same turn, four swings with Two Weapon Fighting.

Re-introducing the swift action with the caveats of not letting spellcasters benefit from it, or by allowing you to still downgrade your actions and take more swift actions just creates an unbalanced system where classes who have nothing to use their swift action on are punished for not playing a better class.

I still don't get why that third attack is so game breaking.

Okay, now I'm utterly confused by your position.

Based on this post, you're of the opinion that classes should generally be using their class abilities. Cool! You and I agree. Classes should do the thing that they are built to do.

And yet you seem to be a large fan of this system, where the Cavalier fights best dismounted, the Magus literally cannot* ever use all of his abilities together** (Spellstrike + Spell Combat alone is three acts, after all), a great many classes are disincentivized from using their core class feature (Kudaku covered that one very well with the Investigator and Studied Combat), etc, etc.

How do you resolve these two viewpoints?

*Might be possible with Haste, but I've yet to see somebody quote the rules for Haste so I'm not going to assume anything on that one.

**Technically true of the old Magus, but Spell Recall is frankly better used as a pre- or post-battle recharge. Further, a Magus is really more likely to ditch Spell Recall than not; while baseline Magus is strong, so are three separate archetypes that nix the ability. That pretty much dials them down to using an arcana in their swift action slot, as class features go (also Arcane Strike, which is kind of terrible unless you're also taking Riving Strike and enemy AC consistently sucks, and Quickened Spells, which the Magus really does not need and isn't an option until very high levels anyway). Of the arcanas... almost certainly an accuracy booster, so that's just picking flavor. Hasted Assault is a thing, but not usually a good thing (solo, it's great, otherwise, be a team player and cast Haste), and Arcane Edge is a thing, but the Magus has access to an identical ability with an identical cost that's a free action (Bleeding Wound), so it's hard to feel any sympathy for that one.

There's also a handful of immediate actions, but those are obnoxiously powerful (Parry/Riposte, Reflection) so the costs are pretty much in line with where they should be.

Realistically, the only class with swift action paralysis is the Warpriest. The Swashbuckler has immediate action paralysis, which... I want to see if Combat Reflexes is translated the obvious way or some other way before I comment on that one. Most Swift-Action-Centric classes are using the same swift action repeatedly, so they only need one use, but they need that one use very badly.

Albatoonoe wrote:

I always saw Swift actions and the 5-foot move as a patch to a problem with the system. They fact that iterative attacks made classes so dependent on the full-round that they needed a swift action to do anything else that was interesting. The swift actions were swift because because classes were often limited in what they can do.

I, personally, would rather have this system that opens up more options than the old one.

It's highly debatable which system that is.

From my understanding thus far, it's still the old one, because as I've said before:

This system opens up new builds and some new tactical options. At the same time, it disables classes.

It's ultimately a question of whether we're talking options on the tactical or strategic level. The Magus, once he's on the battlefield, has a lot of different action combinations whereas before he ultimately had "pick swift action of choice, if any, use it. Use Spell Combat, pick spell of choice".

Now he has a lot longer decision-making chain because he has a lot more options factored in (for the Magus in particular this is still stupidly straightforward, new Spellstrike being what it is and Spell Combat being what it has always been, but this is a truism of any class). More tactics.

But off the battlefield, when the Magus is being built, he has fewer real choices. Spellstrike being what it is in the new system highly incentivizes a cookie-cutter Magus that goes well beyond what the current Magus paradigm calls for (current Magus is fully established by level seven and literally everything going forward is open. New Magus massively incentivizes using touch spells instead of switching to other options at the mid-levels, which means more resources invested into them). Less strategy. In turn this can actually hurt tactics, because if I'm a neo-Magus built to spam Shocking Grasp, I pretty much know what my action sequence will be. The rest of my options are ultimately paper tigers: I'm going to Spell Combat, then Spellstrike. That's my thing. The only time it doesn't work is if I'm low on spells (kinda likely, because I'm casting two spells per round from level two), or if the target is more than 35' away (in which case I'm just going to set up a buff round and wait).

That extends to a great many classes, certainly not just the Magus. Barbarian? Perish the thought of natural attacks, which were previously a strong route (if underused because the best setup, Skinwalkers, aren't PFS-legal), as they are now dead due to a lack of mobility.*** The Barbarian really only ever had two useable attack styles, now it has one. Etc, etc.

*** Unless Pounce is awesome. I've asked a couple times and nobody's explained how that one works, so I'm just waiting until the 29th to see. Even so, sucking for the first half of the game is not good.


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make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.


Bandw2 wrote:
make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.

Still strictly better than Weapon Specialization. Easily twice as good.

That also does weird things with some weapons: the estoc (2d4) gets +2.5 damage, but the katana (1d8) gets +4.5 damage, despite the two weapons being nearly identical on the whole. Nodachi/Greatsword is similarly odd.

It does stop the Druid Shenanigans though, so that's nice.


kestral287 wrote:

Okay, now I'm utterly confused by your position.

Based on this post, you're of the opinion that classes should generally be using their class abilities. Cool! You and I agree. Classes should do the thing that they are built to do.

And yet you seem to be a large fan of this system, where the Cavalier fights best dismounted, the Magus literally cannot* ever use all of his abilities together** (Spellstrike + Spell Combat alone is three acts, after all), a great many classes are disincentivized from using their core class feature (Kudaku covered that one very well with the Investigator and Studied Combat), etc, etc.

How do you resolve these two viewpoints?

I have no idea how the cavalier is any different from before. Charge used to be a full round action, now it's two acts. He can either move, or use a move or swift equivalent action and still make his charge. How is that any different from before?

The magus has to pick between Spell Combat (for buffs) and Spellstrike (for damage) as doing both together means casting two spells. In the case of Spell Combat, the magus casts his spell and makes an attack, has one more action to either move or do what used to be his swift action, and has one act leftover to make a second attack. With Spellstrike, he spends two acts, seemingly one to cast the equivalent of a quickened spell to do damage, and the other to deliver it with a melee attack. He has the one action left over to do his buffs or whatever. Typically a magus will be doing one or the other, not both. [btw I don't like the new spellstrike either and I probably won't use it in my home games, but that's how the system as written is going to work.] Haste has been confirmed to grant an additional action, but only to make an attack, meaning magi using a buff spell can still get 3 attacks off, or two attacks, one of which is most likely going to be a nova burst damage. [yes it is dumb that frostbite doesn't work anymore, I agree, but that doesn't mean that it isn't balanced with other classes doing massive amounts of damage, see my paladin Litany of Righteousness example upthread.]

Quote:
*Might be possible with Haste, but I've yet to see somebody quote the rules for Haste so I'm not going to assume anything on that one.

Fair enough, but then we shouldn't even have this discussion without knowing what all potential is out there.

Quote:
**Technically true of the old Magus, but Spell Recall is frankly better used as a pre- or post-battle recharge. Further, a Magus is really more likely to ditch Spell Recall than not; while baseline Magus is strong, so are three separate archetypes that nix the ability. That pretty much dials them down to using an arcana in their swift action slot, as class features go (also Arcane Strike, which is kind of terrible unless you're also taking Riving Strike and enemy AC consistently sucks, and Quickened Spells, which the Magus really does not need and isn't an option until very high levels anyway). Of the arcanas... almost certainly an accuracy booster, so that's just picking flavor. Hasted Assault is a thing, but not usually a good thing (solo, it's great, otherwise, be a team player and cast Haste), and Arcane Edge is a thing, but the Magus has access to an identical ability with an identical cost that's a free action (Bleeding Wound), so it's hard to feel any sympathy for that one.

Arcane Strike was bad design from the start, and often isn't even used by magi now. Arcane Accuracy and Accurate Strike are the ones people are using instead, which is fine. But a medium BAB class shouldn't be making the same number of attacks as a full BAB class with higher bonuses to hit and damage. That's not balanced game design. Giving the swift action back only takes away the one thing that non magical martial classes had going for them in this system, the fact that they get more attacks. You are basically saying that all the other classes should get 4 actions, but the barbarian and the fighter shouldn't because they don't have magic.

Abilities that give such high boosts to attack and damage like smite and sneak attack oughta cost the same amount of time as an attack. It balances the classes. I'm sure someone has already done math on a paladin getting in two attacks vs a fighter getting in three. I'm sure they are more than comparable in the end.

Quote:
There's also a handful of immediate actions, but those are obnoxiously powerful (Parry/Riposte, Reflection) so the costs are pretty much in line with where they should be.

The swashbuckler actually benefits from this system, since the reaction no longer uses up your swift action on the next turn, you can choose to use parry/riposte and still double your precise strike damage on the next turn. They just only get two attacks now if they do that, or three under Haste.

Quote:
Realistically, the only class with swift action paralysis is the Warpriest. The Swashbuckler has immediate action paralysis, which... I want to see if Combat Reflexes is translated the obvious way or some other way before I comment on that one. Most Swift-Action-Centric classes are using the same swift action repeatedly, so they only need one use, but they need that one use very badly.

But they still have it, and magi very much have more than one thing they do with their swift actions. It is now entirely possible to do both Arcane Accuracy, Arcane Strike, and get in two attacks benefiting from both. What is the cost of this? Well since you are a caster based class, you no longer get to make as many attacks as a full BAB class who is designed to do that much damage anyway.


So, I see a lot of people going "Vital Strike for 1 act is OP, but Vital Strike for 2 acts is useless." How about Vital Strike costs 1 act, can only be done once per turn?

So, if you're "full attacking", it's Vital Strike / attack -5 / attack -10; if you moved once, you still get Vital Strike / attack -5, which isn't bad.

You can also customize Vital Strike to taste, whether you rule it to be 1 or 2 acts, by deciding it doesn't count as an attack for your iterative penalty. So maybe the right power level for your table is 2 acts, Vital Strike at -0 / attack at -0. Or possibly, Vital Strike / attack -0 / attack -5.

Another possible customization is allowing the Vital Strike chain to step down over iteratives.

So if you've taken the whole feat chain and find yourself in a position to full attack, you could Greater / Improved -5 / Vital Strike - 10. Or, depending on your table, you might be able to choose a normal attack at -0 instead of that last Vital Strike at -10....


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Cavalier: I quoted the mounted combat rules earlier in this thread. Regardless of how many acts he has, if the mount moves, he gets one attack. Doesn't matter that Charge is two acts: on foot, he can charge/attack. On horseback, he can charge. Sure, his other act can be a move or an Intimidate or something, but he can do that on foot too

Thus, at most combat ranges, he's better off fighting dismounted (using a horse for comparison, the target needed to be between 65' and 95' away for parity of number of attacks, 100-155' for the horse to be advantages, 160'+ your encounter is really, really weird).

On the whole, most actions are going to have a first round either within the parity range or the dismounted-advantage range, and once distances are closed the dismounted Cavalier is much better off. Thus, he is strongly incentivized to not use his core class feature.

Magus: By the new system's Spell Combat rules as quoted, he can use both in the same round (which is interesting, because Spell Combat does rule out the "cast a standard action spell" act). Thus he has a very narrow standard attack profile: Spell Combat (buff, offensive spell, or Bladed Dash as warranted) -> Spellstrike (Shocking Grasp, very occasionally Vampiric Touch or Frigid Touch).

He hasn't gained any real tactical options because his strongest action suite is incredibly obvious.

Haste: If there's actual confirmation that that's how it works, I'll take that. That's the first I've heard anyone actually explain it though. I asked a couple times.

Magus Swift Action Stuff: Worth noting that Arcane Accuracy/Accurate Strike are resource-limited. So yes: I am totally okay with the Magus spending his swift action to match the Barbarian or the Fighter, because it has corollaries: a limited number of times per day, and by drawing from the same pool that he pulls his endurance tricks from.

Resource management is a skill that a good Magus player needs to learn. Because when he runs out of Pool points? He's as accurate as a TWF Rogue.

Other Swift Action Stuffs: There's a reason, back when the Arcane Strike SLA thing was legal, why lots of Fighters/Barbarians dropped a feat on it. That reason is that they currently have weak action economy. That's something that should be repaired, but it's much easier to fix the classes that are bad at leveraging actions than it is to dismantle all the ones that are.

If I actually make a move on the whole 'martials suck at moving' thing, one of the other options I've debated is trading a swift action to move some distance as a sort of expanded 5' step. I probably won't do that, because for my table it's largely a non-issue anyway, but it's nice to have the option.

Swashbuckler: That one I'm waiting until I see a breakdown on Combat Reflexes and the Reaction System in detail. Combat Reflexes looks like a huge feat tax since now they can't ever Riposte without it, but I'm withholding judgement.

Swift Action Paralysis: I've said it more than once in this thread and you said it in your last post: the Magus using Arcane Strike is an idiot.

Especially if he's burning an arcane point on an accuracy booster, he is drastically better off using that action to attack (or better yet, Spell Combat) than he is to pick up a minor damage boost. That scenario is a false example that's highly unlikely to actually occur in-game. The only value to it would be to set up Riving Strike, but the Magus has been massively disincentivized from such a build due to Spellstrike.

The only time the Magus might suffer real swift action paralysis in the main system is when he's fighting a creature that he could kill if he had the right spell, but he has to use Spell Recall to get it back, and that spell requires an attack roll, and he can't hit the creature accurately enough to secure the kill without a booster, and it's not going to be enough damage to put the creature down unless he Spellstrikes or the creature has massive touch AC, and that all has to be done right now or the Magus is screwed.

That's a really, really convoluted scenario, but I can't think of anything less. Realistically the Magus is pulling swift actions for Spell Recall (and then only when things are already gone drastically wrong), his accuracy boosters, and the occasional Immediate Action. His immediate action options aren't likely to be things he used against the creature posited (something powerful enough that he can't hit it without picking up a big attack bonus means that he's not parrying, so unless it cast a nasty spell that forced him to use Reflection, not likely. And if it's doing that and he has to stop it now... he's probably already boned, frankly). So only Spell Recall + Accuracy Booster. Not usually things you need together.

Other Amusing Magus Note: So earlier tonight I was talking to a friend about a Dagger Magus and how they're actually surprisingly viable, between Throwing Arcana being totally awesome, qualifying for Precise Strike, and enjoying the fact that daggers are "light or one handed melee weapons" even when you're slinging them at the other guy. The one thing the build loses, that the normal Magus can frankly totally ignore if he wants to? Spellstrike. The thing that the Magus is horrendously incentivized to exploit under the new system? Spellstrike.

That's what I mean by the system being polarizing, by it taking away options on the build level. Stuff like the Cavalier too. Could I build a dismounted Cavalier, right now? Sure. Would it be 'optimal'? I dunno. Maybe. Both have their advantages, but Halfling Lance Guy is definitely a strong choice. Could I build a dismounted Cavalier under this act system? Sure. Would it be optimal? Yes. Yes it would.


Lances do 3x damage for one attack roll, the same as always, the equivalent of three attacks, and that is somehow the same as a full round for anyone else.

The real question about cavaliers is how does this feat work?


gatherer818 wrote:

So, I see a lot of people going "Vital Strike for 1 act is OP, but Vital Strike for 2 acts is useless." How about Vital Strike costs 1 act, can only be done once per turn?

So, if you're "full attacking", it's Vital Strike / attack -5 / attack -10; if you moved once, you still get Vital Strike / attack -5, which isn't bad.

You can also customize Vital Strike to taste, whether you rule it to be 1 or 2 acts, by deciding it doesn't count as an attack for your iterative penalty. So maybe the right power level for your table is 2 acts, Vital Strike at -0 / attack at -0. Or possibly, Vital Strike / attack -0 / attack -5.

Another possible customization is allowing the Vital Strike chain to step down over iteratives.

So if you've taken the whole feat chain and find yourself in a position to full attack, you could Greater / Improved -5 / Vital Strike - 10. Or, depending on your table, you might be able to choose a normal attack at -0 instead of that last Vital Strike at -10....

Vital Strike should just go away in this system. Or be rewritten entirely to do something else.

The whole point of Vital Strike was to be used when you couldn't full attack. And it was already pretty lousy at that role.

Hmmm. Rethinking... To preserve something close to the original intent: Vital Strike can be done in one action, but it precludes any other attacks. So you could use your other actions for movement or buffs or whatever else, but you could only make one attack when you use it.


Bandw2 wrote:
make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.

I was writing how I hought VS should be, talking about several hits - realised VS is about ONE hit a round.

No idea how to balance. If you just double weapon die once a round its crap, if you tripple (3,4,5 iterations) it could work but nothing to do with this new system. (and perhaps makes some builds broken with large dmg die).

Take home message: Vital Strike is about ONE large hit per round.
New system means we all got free Bestial Leaper rage power for free for VS.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

I would like some idea of how spring attack, ride-by-attack, fly-by-attack etc work in the new system. If they are complex 3 action abilities as suggested then they amount to nothing sine I can now do these anyway with a move, attack, move.

My idea: perhaps such feats allow you to combine a move and single attack into 2 actions. So you could move-attack-move (2 actions) then have 1 action left. This essentially means the feat reduces actions requirements by one?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber
Errant Mercenary wrote:
Bandw2 wrote:
make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.

I was writing how I hought VS should be, talking about several hits - realised VS is about ONE hit a round.

No idea how to balance. If you just double weapon die once a round its crap, if you tripple (3,4,5 iterations) it could work but nothing to do with this new system. (and perhaps makes some builds broken with large dmg die).

Take home message: Vital Strike is about ONE large hit per round.
New system means we all got free Bestial Leaper rage power for free for VS.

Rule you can only use VS once per round. I like the system but need to do some thinking about feats and how they'll work under it. As for the nerf. I can't help but think if this was the original default system and unchained suggested a new one in which you only had a move, standard and swift we'd be arguing the same issues - some classes benefit, some don't. It does have some cool benefits, I like the fact that my immediate action no longer uses up my swift in the next round.

I also think it addresses some of the caster to martial discrepancies inherent in the system. Suddenly we have options to level the playing field and everyone is unhappy. I'll try it out for a while at least, like someone playing for the. First time I'll just need to examine classes under this system, rather than the traditional. Perhaps I'll play a fighter?

I also think some of the nerf is overrated. Take the apparent loss of attacks for the smiling paladin. You lose 1 attack to smite, but smite still gives you +level on damage. 3 attacks at BAB, -5 k -10, vs smite, BAB, -5 with +lvl damage on both.

Quick other question- would it make that much difference if haste simply added an action, giving you four for the round?


Cat-thulhu wrote:

I would like some idea of how spring attack, ride-by-attack, fly-by-attack etc work in the new system. If they are complex 3 action abilities as suggested then they amount to nothing sine I can now do these anyway with a move, attack, move.

My idea: perhaps such feats allow you to combine a move and single attack into 2 actions. So you could move-attack-move (2 actions) then have 1 action left. This essentially means the feat reduces actions requirements by one?

A more elegant solution would be that such feats give you an extra act, but only to move after you use another act to move and another act to attack, only up to your full speed for the round.

As for Haste, I do believe it would be too strong if the act ws just free, because it would give spellcasters the means to cast twice in a turn without quickening happening. Saying it can be worth either an extra swift action, move action, or attack may work so long as the caveat removes additional spellcasting, but then that is a major buff to Haste, which is already one of the best spells in the game.

It also commits the sin of making the classes that use swift actions more important than the classes that don't, as far as game design goes.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

I see where your coming form M_M, and tend to agree. That was my reaction as well. I always thought spells were limited by the system to one spell per round, plus 1 quickened spell? Is the limit only on the quickened spell?

I'm not 100% sure of the issue in your last point. Of course I've been at work all day so I may not be at my sharpest.

My main issue is exactly the point you make in regard to its value. Haste is sadly one of the best spells in the game and I think this would simply make it even more invaluable. Looks like extra action useable for a move or attack is the best option.

I have no issue with artificial limits on things, vital strike only once per sound etc, so I can see spring attack working if its a once per round action. So for instance:

Spring attack: Once per round, following an action in which you choose to attack, you may immediately move up to you speed following that attack.

This can leave rounds like this though:

attack > use spring attack to move 30' > attack at -5 > attack -10.

attack > use spring attack to move 30' > move 30' > move 30'.

attack > use spring attack to move 30' > cast a spell

attack > use spring attack to move 30' > vital strike at -5 > move 30'.

Vital strike (an attack action) > use spring attack to move 30' > attack at -5 > attack -10.

swift buff > Vital strike (an attack action) > use spring attack to move 30' > swift spell.

You get some interesting options, could make such feats a good choice. Then again perhaps I'm missing something.


Cat-thulhu wrote:
I see where your coming form M_M, and tend to agree. That was my reaction as well. I always thought spells were limited by the system to one spell per round, plus 1 quickened spell? Is the limit only on the quickened spell?

As far as I know, there's no such explicit rule. Probably because there's been no need for one. Casting is a standard action and there's no way to get two standards or to shorten casting time to a move. Back in 3.0 Haste gave an extra action and that allowed two spells. The fix to that was to change Haste, not to limit spells.


The relevant rule was posted earlier in the thread:
Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round."
This suggests that with four actions per round, you'd still have your normal limit of one spell plus one quickened spell.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

That's the one! Didn't realise I'd read it here, but then again there's a lot here. So with that in mind would haste really offer a lot more if it simply added 1 action? Perhaps it allows for a few combos, spell and hex for instance. Is this OTT?

Liberty's Edge

Matthew Downie wrote:

The relevant rule was posted earlier in the thread:

Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round."
This suggests that with four actions per round, you'd still have your normal limit of one spell plus one quickened spell.

Does that mean that a Magus under the new system can't use Spellcombat and Spellstrike in the same round?


DinosaursOnIce wrote:
Matthew Downie wrote:

The relevant rule was posted earlier in the thread:

Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round."
This suggests that with four actions per round, you'd still have your normal limit of one spell plus one quickened spell.
Does that mean that a Magus under the new system can't use Spellcombat and Spellstrike in the same round?

spell combat packages the spell as part of the larger full-round action, and i thought spellstrike's action was (spellcast) + (free action attack to deliver it)


DinosaursOnIce wrote:
Matthew Downie wrote:

The relevant rule was posted earlier in the thread:

Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round."
This suggests that with four actions per round, you'd still have your normal limit of one spell plus one quickened spell.
Does that mean that a Magus under the new system can't use Spellcombat and Spellstrike in the same round?

In the new Spell Combat description it specifically calls out what you can and can't do. Spell strike is allowed to my understanding.


DinosaursOnIce wrote:
Matthew Downie wrote:

The relevant rule was posted earlier in the thread:

Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round."
This suggests that with four actions per round, you'd still have your normal limit of one spell plus one quickened spell.
Does that mean that a Magus under the new system can't use Spellcombat and Spellstrike in the same round?

Nope. Neither one of those use swift actions. Literally all that rule says is "one spell per round with a casting time of 'Swift Action'". Has not a thing to do with the Magus, since any Magus who takes Quicken Spell is kind of an idiot with this system and they don't have many swift action spells (actually I'm not sure that they have any)


Ok here is the feat description as it was posted in this thread:

Spellstrike (Complex; 2 Acts): You cast a spell from the
magusUM spell list with a range of touch, but instead of
making a touch attack, you make a melee attack with a
weapon you are wielding. If the attack hits, the attack deals
its normal damage as well as any effects of the spell. You
must have the spellstrikeUM class feature to take this action.

Spell Combat (Attack, Complex)

Where it says as well as any effects of the spell im inclined to think this means holding any extra charges that might come with the spell. which means that on subsequent rounds you could just use all your attacks to continue to discharge them through your weapon as spellstrike allowed you do this in the last round I would say that you can hold the charge in the weapon like a spell storing weapon to release it. Just like how power attack technically allows you to do more damage with AoO's since you used it last round it carries over into AoO's on this round until your next turn.

Although after re reading spell combat, since you can no longer make iterative attacks there is no reason to have those charges when logically it makes more sense to just Spell Combat + Spellstrike every round for 2 attacks + 2 spells.

OTOH Spell combat says you CANT then cast a standard action (2 acts) or a 1 action spell, and since spellstrike is 2 acts thats technically a standard action spell so technically you shouldnt be able to use spellstrike in the same round you use spell combat. now its one or the other and use the remaining action(s) for other things. Though Spellstrike doesnt say the same thing, I think it should. so best way would be to house rule this in to the Spellstrike and make it so the character really now does have to select one or the other. Thus making Spellstrike still viable as you cast a multitouch spell and release 2 charges in the round with 2 attacks.

Or just say that Spellstrike is now tacked onto Spell combat (which should be 2 acts to start with) at level 2. you can either make 1 attack and cast a 1 standard action spell or cast a touch attack and pass it through your weapon, leaving you with 1 action left over. when the Magus would gain improved spell combat change the action to 1 action. thus they can use it as 1 action and still make 3 attacks a round, which may burn through alot of Magus spells in which case the Magus may choose to do other things that round, or someone will take multiple charges touch attacks. Greater Spell Combat allows one additional attack at the highest base attack bonus, Basically he is so trained and quick at casting touch spells he can do so with lightning speed allowing him to gain 1 extra attack. Everything else in those feats about the attack bonus and concentration checks is still canon. but this gives the magus a much better feel to it in the new system.

I know its still sad when stuff has to be houseruled like this but here's the thing. if your player wants to play a magus under the new system you tell him these are your rules. more often than not though most games wont have a Magus. but thats how it is with alot of Paizo, dont forget that these rules are more guidelines and how you as the GM interperet them is how it works in your game.

Hope this houseruling fixes everyones RARGABLARGALBLA on the Magus.

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