D&D Actions

Last 3 Edits

March 24th, 2018. Page created.

3 ACTIONS (+ REACTION)

We are trialling a system where on your turn, you get 3 actions and 1 reaction. ALL simple moves (including knocking arrows, drawing weapons and taking cover) count as 1 action. You can repeat an action, but to do so often incurs penalties or a die roll.

This system allows for more options (such as defense vs offence) during combat, and also encourages movement.

Implications for 5E D&D

Bonus Actions
Anything granted as a bonus action simply becomes an action, however, if it allows you to take an action normally available to anyone (listed below), then you can repeat that action in a round with reduced penalties or with bonuses on the die rolls.

Movement
Moving up to your speed IS an action. Moving more than once is allowed (and can still be referred to as Dash).

Penalties for Repeating the Same Action
If checks are required, such as attacking, then the penalties for repeating the same action are:

  • 1st repeated action: -4
  • 2nd repeated action: -8

Repeating attacks means using the same weapon in the same hand. Following a normal attack with on off-hand weapon is not counted as repeating the exact same action and works as outlined in the Player's Handbook for Two-Weapon Fighting (as a bonus action). So, it still counts as 2 actions, but not the same action repeated!
NB: We trialled -3/-6 but there was a feeling the penalties were not enough.
Also, we need an increased 'fumble' range for taking these extra attacks, such as if your total is 1 or below. Or as Blair suggested, just fumbles on 2 (or basically add the Awkward weapon property to iterative attacks). Please discuss this point in forums.

Reactions
Nothing changes for Reactions. Each character/creature still gets on reaction per turn.

ACTIONS

This is a list of all the possible actions that anyone can take during their turn. Obviously for entries like Cast a Spell, you must have access to such a feature. How penalties apply for repeating these actions is also listed below, as are any adjustments to actions listed in the Player's Handbook such as Dodge & Disengage. We have added some other actions (typically used in other games or to add counter options to those normally available).

Activate Features

Race or class may require you to spend an action. Under this system, this remains an action, so some class features may seem faster in this system. If items are required, such as a holy symbol for Turn Undead, then an action may need to be spent to present/wield the holy symbol. If a feature allows you to cast spells, then the spell dictates the actions required (see below) - it is just unlikely that you will be required to provide a material component.

Features that can be done as a bonus action (such as Bardic Inspiration), are simply 1 action (as above).

This will actually enhance the use of class features (many of which are buffs) and I don't have a problem with them being used more to represent the class/archetype more fully.

Attack

When you repeat this action you incur the above penalties with iterative attacks. An Attack action counts as being repeated if you use the same weapon in your main hand. Off-hand attacks do not count as repeated attacks. As using a light melee weapon in your off-hand is usually a bonus action, here it is a normal action and nothing changes.
If you use an attack with a weapon or shield with the defensive property then you lose that property until the start of your next turn (unless you take the Guard-Up action below).
If a feature ever allows you to make 3 or more attacks (such as Extra Attack or Multi-Attack), then you can make all the attacks at no penalty. Furthermore, if you do make three or more attacks (and use all those available to you) then you get an extra action to take any other action.

Careful Action (inc Aim)

If you do not wish to perform several actions, you can instead focus on performing one or two actions with more chance of success. This can be represented by aiming for ranged attacks, waiting for the right opportunity for melee attacks or channeling extra energy into a spell. You do this by apply extra actions to perform another action.

  • Apply 1 extra action: +1 to all rolls associated with the action taken. Spells' DCs also go up by 1 if used to cast such a spell.
  • Apply 2 extra actions: +2 to all rolls associated with the action taken. Spells' DCs also go up by 2 if used to cast such a spell.

Cast a Spell

To cast a spell takes a number actions equal to the number of different components required to cast the spell. So a spell with components: V,S,M requires 3 actions. A spell focus item replaces the M component as normal, but may still require an action to get out if stowed away. (It can then be kept out for further spells.)
Spells that can normally be cast as a bonus action instead become 'fast spells' and can be cast with 1 action.
Spells cast with a reaction operate the same as in the Player's Handbook.
Concentrating on a spell is NOT an action and operates as written in the Player's Handbook.

Disengage

The benefit of this action is reduced under this system. It depends upon how many actions you spend to take it:

  • 1 action: you still promote attacks of opportunity, but they are made at disadvantage against you.
  • 2 actions: as per the Player's Handbook, all movement this turn does not promote attacks of opportunity.

If you can Disengage as a bonus action, you instead gain the benefits of the 2 action Disengage for 1 action.

Dodge

The benefit of this action is reduced under this system. It depends upon how many actions you spend to take it:

  • 1 action: you must select one enemy creature. The disadvantage on attack rolls made against you only apply to this chosen creature. You still get advantage on all Dexterity saves, no matter the source forcing you to make the save.
  • 2 actions: as per the Player's Handbook, all attacks made against you for this turn are done so with disadvantage.

If you can Dodge as a bonus action, you instead gain the benefits of the 2 action Dodge for 1 action.

Guard-Up

This is a new action that requires you to be wielding a weapon/shield with the Defensive property. Any use of this action means that you do not lose the Defensive bonus of your shield/weapon if you attack or have attacked with it this round. The second benefit depends upon how many actions you spend to take it:

  • 1 action: you must select one enemy creature. You gain resistance to bludgeoning, slashing and piercing damage equal to the Defensive quality of the weapon your wield versus the chosen foe.
  • 2 actions: as 1 action above, but the resistance applies to all attacks.

If you can Guard-Up as a bonus action, you instead gain the benefits of the 2 action Guard-Up for 1 action.

Help

If the action you are helping with requires more than one action then you must spend the same amount of actions to help.

Hide

Can be repeated with the above penalties applied to the rolls. If you can take the Hide action as a bonus action, you instead reduce the penalties for repeating the action one step.

Interact with Environment

Such as opening doors, knocking arrows and drawing weapons. This is no longer free as listed in Player's Handbook.
Weapons with the Loading property require 1 action to load.
Weapons with the Reload property must ADD the reload number to 1 for a total number of actions.

Move (& Dash)

Moving your speed is an action. Getting up from prone requires this action to be taken and requires you to spend half of your movement speed to do so.
If you repeat the Move action (which counts as the Dash action from the Player's Handbook chapter 9) you may not move your full speed. Instead you roll 1d6 x 5ft (1 square) and move that distance. You can never move than your movement speed in this manner. If your speed is higher, then roll a higher die where the maximum result is equal to your speed.
If you gain a feature that grants the Dash action as a bonus action, then you simply move your full speed the first time you repeat this action. (So you do not roll the dice for your second movement).
You can still break up a Move action by taking other actions in between finishing your Move action(s).

Search

Can be repeated with the above penalties applied to the rolls. If you can take the Search action as a bonus action, you instead reduce the penalties for repeating the action one step.

Ready

As per the Player's Handbook chapter 9, but if you ready spells, you can still cast them if you sacrificed the amount of actions required when you take this action. Typically, this means 1 action to ready and 2 actions to cast the spell. Even though you use your reaction to cast the spell, you can do so. You must hold the spell in concentration mode as normal.

Use an Object

Can be repeated but the DM might require a Dexterity check (DC 12) to juggle the items. If you fail, you do not get to use the second item (or third) and waste your action. If you can take the Use an Object action as a bonus action, instead you do not need to make a roll the first time you repeat the action on our turn.

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