I ask you all for DnD/Pathfinder Rules advice!
11 years ago
The other DM in my group and I have been engaging in a debate and I want to check if my position is in the right. Other DM wants PC's to be able to, as he calls it, 'downgrade' their move and standard actions and take additional swift actions in their place. It effectively allows players to take up to three swift actions per turn, or two swift actions and a standard or a move.
The normal rules state that players can only take one swift action per turn, regardless of else what they do that turn. I believe the rules are written that way is because swift actions, since they can be performed at any time, are more powerful than standard and move actions. Also, no one gets swift actions built in, they’re granted by feats, spells, or class abilities and therefore I believe shouldn’t be exchangeable.
Also, I feel that allowing more swift actions causes abilities to be combined or repeated in ways that the game’s designers and testers never intended. Case in point, a 12th level Monk of the Four Winds could, under this system, spend 18 Ki points from his ki pool (possible if said monk took the Extra Ki Feat six times) and feasibly take 9 actions in one turn. And any movement he takes doesn’t provoke opportunity attacks. Or a 1st level Greensting Magus could spend 2 swift actions to deal 2d6 points of sneak attack damage.
I mean, this is a bad thing, right? Am I wrong in thinking this is overpowered, bordering on broken? But he’s convinced swift actions are less powerful actions, so getting more of them isn’t disruptive.
Although, the thing that rankles me is that he eliminated the 1/turn limit on swift actions, but kept the 1/turn limit on quickened or swift action casting time spells, which I feel unfairly hampers spellcasters.
Anyway, swift actions are better and more powerful than the standard and move actions, that’s why they’re restricted to once a turn, right? And am I not wrong in thinking that it’ll be disruptive and imbalanced to allow more than one swift action a turn?
The normal rules state that players can only take one swift action per turn, regardless of else what they do that turn. I believe the rules are written that way is because swift actions, since they can be performed at any time, are more powerful than standard and move actions. Also, no one gets swift actions built in, they’re granted by feats, spells, or class abilities and therefore I believe shouldn’t be exchangeable.
Also, I feel that allowing more swift actions causes abilities to be combined or repeated in ways that the game’s designers and testers never intended. Case in point, a 12th level Monk of the Four Winds could, under this system, spend 18 Ki points from his ki pool (possible if said monk took the Extra Ki Feat six times) and feasibly take 9 actions in one turn. And any movement he takes doesn’t provoke opportunity attacks. Or a 1st level Greensting Magus could spend 2 swift actions to deal 2d6 points of sneak attack damage.
I mean, this is a bad thing, right? Am I wrong in thinking this is overpowered, bordering on broken? But he’s convinced swift actions are less powerful actions, so getting more of them isn’t disruptive.
Although, the thing that rankles me is that he eliminated the 1/turn limit on swift actions, but kept the 1/turn limit on quickened or swift action casting time spells, which I feel unfairly hampers spellcasters.
Anyway, swift actions are better and more powerful than the standard and move actions, that’s why they’re restricted to once a turn, right? And am I not wrong in thinking that it’ll be disruptive and imbalanced to allow more than one swift action a turn?
FA+

Ultimately it depends on your players and what they intend to do, but if there's even one "me" in the group, DO NOT do it.
http://www.d20pfsrd.com/gamemasteri.....ions-In-Combat
In Pathfinder, you cannot downgrade standards or moves into swifts. You get a maximum of 1 swift action when it is your action in the turn.
Your description above confuses swift and immediate actions. Swift actions are quick dinky things, like activating a magic item, that you do only on your turn.
Immediate actions are quick dinky things that you can do any time, even on someone else's turn, like casting Feather Fall (because if you couldn't cast Feather Fall on someone else's turn you'd always hit bottom before you can cast).
It is different in D&D 3.5, but the above is for Pathfinder.
The issue here is that the DM wants to allow PC's to swap out Move and Standard actions for additional swift actions, that is, up to 3, per turn.
And not all swift actions are 'dinky.' The Monk of Four Winds can use a swift action, pay 6 Ki points, and get 3 standard actions for his turn. And without the 1/turn limit, a player can reasonably argue that he should be able to pay more points and spend more swift actions to gain additional standard actions.
A 1st level Greensting Magus can spend 2 swift actions to gain the Sneak Attack damage bonus of a 3rd level rogue.
I'm trying to show Other DM that since swift actions were never designed or intended to be used more than once per turn, allowing them to be causes a lot in the way of exploits.
It won't be noticeable in levels 1-5.
But once you get to the metamagic rod of quickening for 35,000 gp, you're done. A wizard with that can, like mentioned above, toss three fireballs in the first round of combat, basically annihilating the first fight of the day. That's the most childishly simple exploit.
As characters, look at it the other way. What do you do if you face an enemy who can do that? You're going to all die before you get a chance to act. It's to your benefit as players not to allow it too; as anything you can do to the GM the GM can do back to you. :)
Swift Actions
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.
and...
Immediate Actions
Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.
If the section about Immediate Actions were not present, I could see where your DM was coming from even if I didn't agree. The "one swift action per turn without affecting your ability to perform other actions COULD be seen as implying that, if you could somehow take multiple swift actions per turn, it WOULD affect your ability to perform other actions. I think your DM is taking the wrong interpretation of it, though; I would see it as "whether or not you take a swift action, all of your other actions remain as normal for that round." This interpretation seems to be supported by the Immediate Actions section, and that section is why I would say no, you shouldn't be able to "downgrade" other kinds of actions to swift actions. Immediate actions are off-turn OR on-turn swifts; they are the same resource, just one is more flexible in when it can be used (swift is ONLY on your turn, immediate is any time but consumes the resource for the turn which comes after). Allowing people to take as many actions as they want from a turn that hasn't come yet sounds horrifically abusive. I'm pretty sure your DM will agree about that much.
That said though? Abusing swift-action spells is the single biggest issue with allowing more swift actions. And while PF made some effort to improve the non-casters vs. casters, casters are still dramatically more powerful. While I think this whole thing is a silly and unsupported idea...it honestly might help bring non-casters more into balance with casters.
Limiting swift actions to 1/turn sounds like a small thing, but everything I've discovered that can happen without that rule makes it clear it's a bad idea to let players exchange their move and/or standard actions to take more.
A DM whom is unwilling to accept this as a houseruling, and willing to accept how unreasonably unfair altering it could be needs to take a moment to consider whether or not being a DM is a suitable position for them. DMs must remain impartial, but also needs to understand the importance of player fun. If a player is not having fun, it's a good time to check up on why. If a player feels a ruling is unfair, it's the DM's responsibility to explain why and provide an even-handed ruling, though it should happen outside of the game proper.
I just repeated myself a lot. Sorry. XD
However, looking through the other comments again, that reminds me of another thing. The classes that Pathfinder lifted wholesale from D&D really don't have this problem of leaping into realms of ridiculousness with a benefit of extra swift actions. The base classes like Magus start to and some of the "better" archetypes do. But a vanilla Monk with extra swift actions just gets to basically quickcast Mage Armour and make his fists into magic weapons.
The one class I'd be worried about sans archetypes is Barbarians since their Rage plus Rage Powers can make a first round of combat a little ridiculous. But after that it would be equivalent to what you get with a vanilla Monk. Archetype, Base and Prestige Classes are overpowered on their own though.
But since your group obviously plays with those sorts of classes then the real way I would look to still let your DM get his extra swift actions and not hand the game over to the players at that point is no one gets to use swift action class abilities more than once a turn. A character could still cast a quickened spell and take advantage of a feat. Sure. A character could make a standard attack into a Ki Strike and poison his hands with Adder Strike. But that way everyone is hit with the same restriction as the Mages and it doesn't have people making 9 attacks a turn.
Truth is, the reason I'm being so obstinate with Other DM is because I know our gaming group. Two players live to break the system and this house rule, without any caveats, makes that way too easy. Since PC's have greater access to swift actions this rule skews things massively in the PC's favor and I don't want him to rage-quit another campaign.
Sure, a 12th level Monk of the Four Winds could get potentially 9 standard actions in one round, but what point would it have? You're burning a daily resource to get more actions, but what action would you take? You can't cast spells, use spell-like abilities, or do anything that would really do anything broken. You've also used up all of your Ki-pool points.
There could be unforeseen consequences with certain abilities, but so long as you limit each ability to 1/round, there is really nothing I can think of that makes the mundanes more powerful than the casters.
Anyway, that's all I have.
I think you need to ask this other GM WHY he wants the rules to be changed. If he already rage quit a game once because of min/maxing system abusers then why in the nine hells does he want to make it easier for them to do so?? I'm completely baffled.