Action Economy Unchained
Overview and Turn Structure
In this system, a character can commit up to 3 acts on her turn; these can be committed individually as simple actions, or combined into advanced actions. When it's not her turn, a character can take a single reaction per round.When navigating this document in mobile form, there are a number of side-bar items which may appear at the bottom of the page until mobile formatting can be fixed.
Initiative
At the start of combat, each participant rolls an initiative check as normal. Characters are flat-footed before they act in either the surprise round or the first round of combat.Surprise Round
When combat starts, if some but not all of the participants are aware of their opponents, a surprise round occurs before the first round of combat. Those who are aware can commit up to 2 acts during the surprise round, and gain a reaction when that round is over. If all combatants are aware of their opponents, skip the surprise round.Your Turn
When your turn comes up in the initiative order, you can commit up to 3 acts. Sometimes, acts are committed discretely as simple actions, while other times 2 or more acts can be committed together as an advanced action. You can take these simple and advanced actions in any order you choose, except when the rules for individual actions state otherwise. You can also take a number of free actions your GM deems appropriate. Your turn ends once you have committed all 3 acts and any free actions you wish to take. Once your turn is over, you gain the ability to take one reaction before the start of your next turn. (Some abilities grant additional reactions; see the sidebar.)When your turn comes up in the initiative order, you can choose to delay instead. When you do, you can't commit acts. You keep any reactions you haven't used since your previous turn, but don't gain any more. At any point after another combatant has taken its turn, you can choose to end your delay and reenter the initiative order. When you do so, your initiative changes to the point in the initiative order directly after the last acting creature's turn.
Action Types and Subtypes
This section describes the various actions in the game, their costs within this system, and new rules on how each one works. The sidebars throughout highlight exceptions and help you adjudicate situations that are not addressed directly in this section. There are a number of different simple actions, free actions, and advanced actions you can take during your turn. Taking a simple action requires 1 act. Free actions don't cost any acts; you just say you want to take them, though some must be taken alongside other simple or advanced actions. In addition, the GM may limit the number of free actions you're allowed during your turn. Advanced actions are more complicated; you must commit 2 or more acts to perform them. Some advanced actions require more acts than you can possibly commit during a single turn. In this case, you must continue committing acts toward that advanced action over multiple turns until the advanced action is complete. To take most advanced actions, you must commit all of their requisite acts consecutively. If you stop committing acts toward such an advanced action, it never comes to completion, and it must be started all over again in order to have a chance of success. Other advanced actions can be completed after committing the total requisite number of acts, which can be split up over time. In both cases, any roll attempted to determine whether an advanced action is successful is attempted after the appropriate number of acts are committed to that advanced action by the creature committing the final act. If an advanced action doesn't say whether it requires consecutive or nonconsecutive acts, all its acts must be consecutive.Action Subtypes
Some actions and reactions have one or more of the following subtypes. The subtypes are thematic, sometimes affect other actions taken later in the turn, and are used to determine whether (and at what point) an action provokes attacks of opportunity. Attack Actions Actions with the attack subtype involve making at least one attack roll against an opponent or object. They typically provoke attacks of opportunity only if the attack is a ranged attack or you don't have the appropriate feat to take that attack action without provoking attacks of opportunity, such as Improved Unarmed Strike for unarmed strikes or Improved Trip for trip attempts. In the latter case, the action provokes an attack of opportunity only from the creature you target. When an attack action provokes an attack of opportunity, the attack of opportunity is made before the provoking attack roll is made. You may make as many actions with the attack subtype as you have iterative attacks, with each subsequent attack action taken during your turn imposing a cumulative –5 penalty on the attack roll or combat maneuver check (so the second attack action has a –5 penalty on the attack roll, the third has a –10 penalty, and so on). Two-Weapon Fighting and Flurry of Blows Complex Actions These actions involve intense concentration, strenuous physical manipulation of objects, or some other source of complexity. A complex action always provokes attacks of opportunity, which are made before the complex action is taken. Complex actions that occur over multiple turns (whether consecutively or not) provoke attacks of opportunity on each turn that acts are committed toward their completion. Move Actions These actions involve moving through the encounter area in some way. Actions with the move subtype provoke attacks of opportunity when you attempt to either leave a square in an enemy's threatened area or stand up from a prone position in a space that has at least 1 square in a foe's threatened area. Not all actions that allow you to move have the move subtype. For example, a Guarded Step is a very slow and careful movement that doesn't have this subtype, and thus doesn't provoke attacks of opportunity when you take that action to leave a square in a threatened area. Actions without a Subtype Actions without a subtype don't provoke attacks of opportunity.Actions by type
Simple Actions
The following are some of the more common actions. To take any of them, you need to commit only 1 act (though some can be taken as free actions under special circumstances). Activate a Magic Item
Advanced Actions
The following is a list of the main advanced actions in this system. The number of acts required to take each advanced action is listed in parentheses after the action's subtype (if any). Administer a Potion or Elixir, or Apply an Oil, to an Unconscious Creature (Complex; 3 Acts): You carefully administer a potion or elixir, or apply an oil, to an unconscious creature. Appraise a Hoard (3 Acts): You examine a treasure hoard to determine the most valuable item in the hoard. Full-Attack (Attack; 2 Acts): You may make all of your iterative attacks granted by your BAB progression and/or from any natural attacks you posses. You may not make a full-attack action and perform any actions with the move or attack subtype in the same turn except for bonus attack actions provided by spells or abilities. Full-attacks which involve both attacks with manufactured weapons and natural attacks incur an additional -5 penalty on all natural attacks. Cast a 1-Round-Action Spell (Complex; 3 Acts): You cast a spell with a casting time of 1 round. You can split the acts over 2 rounds, but those rounds must be consecutive. If you cast the entire spell in 1 turn, you can choose to have the spell's effects manifest at the end of that turn or at the start of your next turn. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke attacks a second time when making the ranged attack roll. Cast a Standard-Action Spell (Complex; 2 Acts): You cast a spell with a casting time of 1 standard action. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunitywhen casting the spell, you don't provoke attacks a second time when making the ranged attack roll. Charge (Move; 2 Acts): You move twice your speed directly toward a designated foe within your line of sight, ending the move in the closest space from which you can attack that foe. You must have a clear path to your foe. If anything hinders or blocks your movement along the path of a charge, you can't take the charge action. As long as you have a base attack bonus of +1 or higher, you can draw a weapon as a free action at any point during the charge. At the end of the charge, you gain a +2 bonus on any melee attacks, bull rush combat maneuver checks, grapple combat maneuver checks, or overrun combat maneuver checks you attempt until the end of your turn, as long as those attacks or combat maneuver checks are made against the creature you designated when you charged.- Move: If you decide to move your target, upon maintaining the grapple, you can move yourself and your target up to half your speed. At the end of that move action, you can place your target in any space adjacent to you. If you attempt to place your foe in a hazardous location, the target can attempt to free itself from the grapple as a reaction, and gains a +4 bonus on that attempt.
- Damage: If you decide to damage your opponent, you deal an amount of damage equal to that of your unarmed strike, natural attack, armor spikes, or a light or one-handed weapon you are holding. You can choose to make this damage either lethal or nonlethal.
- Pin: If you decide to pin your target, the target gains the pinned condition. You continue to have the grappled condition, but lose your Dexterity bonus to AC until you are no longer pinning the target.
- Tie Up a Grappled or Pinned Creature: If you have a rope in your hands, and you are grappling or pinning a foe, you can attempt a grapple combat maneuver check at a –10 penalty to tie up that foe. If you're successful, the ropes pin the creature until they are removed or the pinned foe succeeds at a combat maneuver check or Escape Artist check (DC = 20 + your CMB).
Free Actions
Unless stated otherwise in the action's description, a free action can be taken only on your turn. Theoretically, you can take as many free actions in a turn as you wish, though the GM may apply reasonable limitations on free actions. For instance, although speaking is a free action, since a round is only 6 seconds in length, your GM might stop you from spouting off a long diatribe during your turn (or between turns), and may even rule that if you are casting a rather complex spell with a verbal component, you aren't able to verbally warn your companions of some danger that you notice before they do. Typically, this limitation shouldn't be applied to reloading ranged weapons as a free action.Sometimes a free action stipulates that you can take it only in conjunction with another action, or at a certain time during your turn. In these cases, you must take any requisite actions before you can take the free action. The following are the main free actions of this system.
Cast Defensively: When casting a spell, you can take a free action to do so defensively. You must attempt a concentrationcheck (DC = 15 + double the spell's level). If you succeed, that spell loses the complex subtype for that casting. If you fail, you lose the spell. Cease Concentrating on a Spell: You cease concentrating on a spell that you have cast. Draw and Nock an Arrow: You draw and nock an arrow to a longbow or shortbow. Drop an Item: You drop a held item into a square within your space or within your melee reach (not counting the expanded reach from a reach weapon, unless you are dropping that weapon). Drop Prone: You drop prone within your space. Fight Defensively: At the start of your turn, you can choose to fight defensively. When you do, you take a –4 penalty on all attack rolls, but gain a +2 dodge bonus to AC until the start of your next turn. If you have at least 3 ranks in Acrobatics, the dodge bonus increases to +3. Identify a Spell Being Cast: You use Spellcraft to identify a spell being cast. Unlike other free actions, you can take this action even when it is not your turn. Open or Close a Door: You open or close a door that is within your reach (not counting expanded reach from reach weapons). You must have at least one hand free to take this action. If the door is unlocked, and otherwise free to open without considerable effort, this may be done as a free action as part of a move action which moves a character into contact with the door. Opening the door consumes an additional 5 feet of movement. Should a character consume the last 5 feet of her movement opening a door, she must wait until her next move action to move through the door. Alternatively, should a character use their last 5 feet of movement to bing them into contact with a door, the must wait until their next move action to open the door. this still consumes 5 feet as per normal. Prepare Spell Components or a Spell Focus: While casting a spell, you prepare a material spell component or a spell focus. If this component or spell focus is particularly large or unwieldy, your GM might rule that this instead takes a simple action, or even an advanced action. Recall Knowledge: You attempt a Knowledge check to recall a detail in one of your fields of study, or to identify a monster and its abilities. Speak: You speak for no more than a few words using one or more free actions. Unlike other free actions, this action can be taken even when it's not your turn. Use a Free-Action Ability: You use an ability that can be used as a free action in the default action economy. If the ability must be used as part of another action, you must take that action before taking this free action. 5-Foot Step: You may move 5 feet in any direction without provoking attacks of opportunity. This action may be taken before, during, or after any other actions you take during your turn but may not be taken in a round in which any other form of movement is made. Creatures with burrow, swim, or fly speeds may take 5-foot steps in their respective medium of movement. Complete a Readied Action (Varies): When you have readied an action or advanced action, when the trigger you designate occurs, you can take that action. Unlike in the default action economy, your place in the initiative order does not change. This reaction's subtype is the same as the readied action's subtype.Reactions
The following are the main reactions of this system. Make an Attack of Opportunity: When a foe you threaten provokes an attack of opportunity, you can make a single melee attack against that foe. Spend a Use of an Attack of Opportunity: If an ability you possess allows you to spend a use of an attack of opportunity to perform some other action in the default action economy, that action is a reaction in this system. Use an Immediate-Action Ability: You can use an ability that can be used as an immediate action in the default action economy, as long as any conditions to use that ability are metConverting Other Actions
While the list of actions in this section is long and covers most of the major actions in the game, it's not exhaustive and there are many actions that are not covered in these pages.The following are guidelines for converting such actions from the default action economy to this one.
- Free Actions Are Always Free Actions: A free action in the default action economy is a free action in this one. Free actions typically don't have a subtype, and thus don't provoke attacks of opportunity. Keep in mind that some free actions are used in conjunction with other actions—that's still true in this system. To use such a free action, you must take the other action it supports.
- Swift Actions Are Always Simple Actions: A swift action in the default action economy is always a simple action. You need commit only 1 act to take that action. In rare cases, a GM might want to limit a given swift action to only once per turn. If a feat, class feature, ability, or other source would reduce a move action to a swift action, you may make one such action as a free action per turn.
- Move Actions Are Always Simple Actions: A move action in the default action economy is always a simple action in this system.
- Standard-Action Attacks Are Typically Simple Actions: Most actions that involve an attack roll or a combat maneuver check as a standard action in the standard economy are simple actions in this system. For combat maneuvers that can't be substituted for one attack in a full-attack action and other complicated attacks, consider either making them attack actions that require further consecutive acts to complete or classifying them as special attack actions. Look at combat maneuvers such as drag, grapple, and reposition or the usage of vital strike for examples of such actions.
- Standard-Action Supernatural and Spell-Like Abilities Are Advanced Actions: Typically, these actions are advanced actions that require 2 acts. Supernatural abilities tend not to have a subtype (unless they involve movement or attacking, in which case it might be fitting to grant them those subtypes), and spell-like abilities typically have the complex subtype.
- Full-Round Actions Are Advanced Actions: Full-round actions are nearly always advanced actions that require a consecutive 3-act commitment. (See the charge advanced action for an example of one that doesn't require 3 acts.)
Two Weapon Fighting: Where does my off-hand go?
When you fight with a second weapon in your off hand or with a double weapon, you can make two attacks with the first attack simple action you take during your turn: one with your primary hand and another with your off hand. You take penalties on these attack rolls as listed on Table: Two-Weapon Fighting Penalties. Any other attack simple actions you take during your turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.If you have the Improved Two-Weapon Fighting feat, you can make two attack rolls on both the first and second attack simple actions taken during your turn; both of the attacks made on the second attack action are made at a –5 penalty. Further attack simple actions taken during the same turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.
If you have the Greater Two-Weapon Fighting feat, you can make two attacks on each of your attack simple actions on your turn, though you take all the normal penalties for two-weapon fighting, as well as the cumulative –5 penalty per attack simple action (all attacks made as part of the same attack action have the same penalty).
The flurry of blows class feature (from the original monk) works in a similar way. At 1st level, you can make an additional attack with a –2 penalty on your first attack simple action during a turn. At 8th level, you can make an additional attack on both your first and second attack simple actions during your turn. At 15th level, you can make an additional attack on each of your attack simple actions during your turn. You must, of course, take all the penalties associated with those attacks.
Final Considerations
Some spells and abilities in the game grant extra actions.The two benchmark abilities are the Combat Reflexes feat and the haste spell. The following describes how to use these in this system, which should serve as a guide for how to fit in similar abilities.
Combat Reflexes: If you have this feat, you can take a number of additional reactions between your turns equal to your Dexterity bonus, but those reactions can be used only to make attacks of opportunity. You gain all the other abilities of this feat.
Haste: When under the effects of haste, you gain 1 additional act each round, which can be used only to take an attack simple action (this extra attack is made without any accumulated penalties from subsequent attack actions). This doesn't stack with any other effect that grants an increase in your number of acts per turn. If you have multiple effects that give you additional acts, you can pick only one such effect to benefit from each turn. You gain all the other benefits of the spell.
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