tussock wrote:
claims that aren't quite true
Well, no problem buddy, I'm here for you. I'll give page number citations and links and everything.
Let's start with the easy one
Some rules for Swift actions appeared in The Miniatures Handbook (page 29), which as you can see
here, has a publication date of October 2003.
Contrast with the [url=fhttp://
www.amazon.com/Expanded-Psionics-Handbo ... 0786933011]first printing date on the XPH[/url].
So, claiming that the Swift action rules originated in the XPH is flat-out incorrect. At least it does appear that Immediate actions did originate in the XPH. (page 59)
Furthermore, the rules for Swift and Immediate Actions were reprinted in Complete Arcane, Spell Compendium and most importantly
The OGL SRD for 3.5. So it's pretty obvious that those rules are part of 3.5. It's true they weren't in the 3.5 PHB as originally printed, so we could reasonably hem and haw over whether they count as CORE 3.5 - since they aren't in the PHB, but are in the SRD section that reproduces that part of the PHB. But it is beyond any reasonable doubt that they are 3.5 rules and therefore rules for 3e D&D. As much as I despise the XPH, it is beyond disingenuous to insinuate that it's somehow not 3e.
Furthermore, the Mini's HB discussion of the Swfit Action rules, makes clear that it's an evolutionary terminology for effects which already existed - the text cites
Feather Fall and Quickened Spells as swift actions. And well,
Feather Fall and Quicken Spell were printed in the first printing 3.0 PHB (pages 84 and 203). While the 3.0 PHB did not use the term "swift action" anywhere, it does state a limit of one Quickened spell per round and states that
Feather Fall applies against such a limit. You will note that such is *exactly* how swift actions work. The only change from the initial 3.0 version to the rules in the XPH, subsequent supplements and the SRD is that
Feather Fall became an Immediate action instead of an exception to not normally being able to take free actions out of turn. So the rules existed before the terminology was formalized.
3.0 and 3.5 are just move and standard, or full round,
Page 121 of the 3.0 PHB, lists action types as Standard, Full-Round (which may or may not come with a 5' step as Not an Action), Move-Equivalent, Free, Not an Action, and Partial. Furthermore, the following page explains Attack Actions.
Page 138-139 of the 3.5 PHB list action types as Standard, Move, Full-Round, Free, Not-an-Action, and replaces the Partial Action with Restricted Activity. Page 144 of the 3.5 PHB also has a section on Miscellaneous actions for tasks that don't fit into the preceding categories. Immediately following that, there's a section about when the 5' step is or isn't allowed, and yet again the allowance of the 5' step is tracked differently than other action types, making it more accounting for the player.
3.5 does not use an "attack action" heading anywhere, and instead merely lists Attack under the Standard Action section (pages 139-140), including a bit about how making multiple attacks is a Full Attack and therefore Full round action.
This all mattered for whether 3.5
haste, cleave, rapid shot, and similar bonus attack abilities let you make trip, sunder and disarm attempts in place of weapon attacks, whether Quick Draw let you draw a 2nd weapon on an AoO and a bunch of similar issues.
plus one AoO.
Unless Combat Reflexes, Hydra, class feature, item or spell grants more. That's still a per round limit, it's often just 1, but sometimes it's larger,.
4.0 is minor and move and standard, plus unlimited AoO and an interrupt.
4E OAs are less restrictive than 3e AoOs, but they are not unlimited.
4th ed PHB page 268, wrote:
OPPORTUNITY ACTION
Once per Combatant’s Turn: You can take no more than one opportunity action on each other combatant’s turn. You can’t take an opportunity action on your own turn.
Moving on
But it all changes with conditions and action points and what other characters do and what the random monster abilities do, and what tricks you can use them for changes all the time too.
This part at least is not unfactual. Sadly, it's also not entirely unique between the 2 editions.
and would be perhaps better phrased as
3e: monsters have abilities that can alter their own action sequence via pouncing, hasting or getting arbitrary multiple attacks (hydra)
4e: monsters have abilities that can alter their own action sequence via getting multiple initiative turns (ettin), creating duplicates with new initiatives (berbalang)
3e: monsters have abilities that can deny a PC actions for indefinite periods via dazing for 3days (sea hag), paralyzing for 1d8+5 weeks spider eater), or fascinating for concentration (harpy)
4e: monsters have abilities that can deny a PC actions for indefinite periods via or stun juggling PCs indefinitely (lamia with at will daze and 5-6 recharge AoE stun, elder blue dragon with at will AoE stun)
3e: PCs can get extra actions via Haste, Weapons of Speed, various feats, and wacky Polymorph abuse
4e: PCs can get extra actions via spending Action Points, and chaining powers which can trigger off of one another together with conditional feats
At least in my opinion, these are merely cosmetic differences and don't provide a meaningful contrast between 3e and 4e.