Alternate Actions during Combat

Posted on : 06-23-2010 | By : Brian | In : 4th Edition, Advice, D&D, DM's Journal, GMing Methodology, House Rules, Links

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Gabriel over at Penny Arcade just posted about how he’s made any skill check that his players attempt during combat a minor action. Previously they had mostly been standard actions, and as such had seen little use. After making the switch, he saw a lot more skills being used, and therefore much more interesting and dynamic combat. I heartily commend him for doing so, particularly because it is very similar to what I do in my game. Allow me to expand.

Knowledge checks are any check made to determine something that the character may already know. Do I know what a beholder is? Do I recognize the runes on the floor? Am I aware of the history of this place? These kinds of checks require minimal effort during combat, because the character either already knows the answer, or doesn’t. As such, they’re free actions.

Information gathering checks are basically one step up from knowledge checks, and don’t actually always involve a check. Insight and Perception are the common ones here, but cases can be made for skills like Religion, Arcana, or History, too. Can I try to decipher the magic circle, to determine its purpose? Arcana check. Can I try to suss out my opponent, and see if I can spot a weakness? Insight, or possibly an appropriate knowledge skill, like Nature for a natural beast. These are almost always minor actions, costing the player very little, and possibly giving the player critical information or an edge over the opponent. I like to encourage the use of these kinds of checks, as they spice up combat, drive the story forward, and so forth.

Action checks are checks that you make to actually do something. The type of action varies, from minor to standard, depending on what the player is trying to do. Swing on a chandelier? Acrobatics check, move action. Want to try to say a litany to weaken the demon? Religion check, standard action. My rule of thumb is this: if it’s alternate movement, it’s a move action. If it’s an attack on another creature, it’s standard, unless the effect you’re going for is fairly small (such as a -1 or -2 penalty). If it creates a terrain effect, such as difficult terrain or damaging terrain, it could be any type of action, depending on its scope and power. Difficult terrain over one square would be a minor action, while a blast 3 of difficult terrain would probably be a move action and a blast 5 would be a standard action.

A special note on unusual attacks: I try to reward these whenever they occur, and encourage their use. If someone is going to forgo using one of his powers to try something he’s not sure of, I’m damn sure going to make sure that, if he pulls it off, he’s glad he did. By way of example, in a previous session, my players were fighting off some snaketongue cultists on the roof of the lightning rail, and two of them were archers riding atop wyverns. At one point, the fighter (who has a thing for collecting the teeth of his enemies), wanted to try and rip one of the wyverns’ teeth out while it was still alive, since last one that had died had fallen behind the train (thus making its teeth inaccessible). He was unsure, though, and had almost decided to use one of his at-wills instead, because it was the safe and certain thing to do. I told him: “Do it. I’ll make it worth your while.”

So he did. I handled it as a standard action, Strength attack against the wyvern’s Fortitude. I allowed the hit to deal his normal amount of damage (1d10+Str), and told him that the wyvern was dazed until the end of his next turn from the pain, and that it would be marked by him for the rest of the encounter, and that no mark would be able to supersede his mark. Because he gambled on an uncertain attack, I made sure that a successful attack with an improvised (but very cool and thematically appropriate) technique was better than the at-will he would have used instead, probably more on par with an encounter power. And you know what? It was a great moment.

Also, a note on terrain powers. It’s great to include terrain powers in your encounter, but if your players don’t know they’re there, they’re not going to use them. Initially, you’re probably going to have to hit them over the head with your terrain powers, to some extent. What I do is I print up cards for the terrain powers that I’m including, and I include them in the monsters’ stat blocks where it makes sense. That way, the players see the monsters using them, so they start looking for terrain powers to use against the monsters. Once they discover them, I give them the cards so they know exactly what the power will do. I find that players are more likely to use the environment when it’s more of a known quantity.

I’ve heard about people encouraging the use of terrain powers by making them all minor actions, even the attacks. That works for some people, and that’s great; it just doesn’t sit well with me, for some reason. Instead, I make sure that the terrain powers that are standard actions are potent enough that they’re worth using, and I make sure the players know that. What I’ve found, and what you may find if you do the same thing, is that players start coming up with their own terrain powers and alternate actions. And really, that’s the goal.

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