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| BlaineTog09-25-06, 01:44 AM | So we were watching the LotR movies, and someone made some comment to the effect that so-and-so's awesome had saved them from certain death via goblin arrow. We spent the next 10 hours assigning various levels of awesome increase to the characters; Aragorn gains +3 awesome for convincing Theoden to charge the uruk-hai hordes, Gandalf gains +10 awesome for blasting the ring wraiths with his flashlight of doom, Legolos loses -20 awesome for *yet again* stating the completelly obvious, the ring blows all its awesome to keep Frodo from throwing it into the lava, etc etc. The upshot was we decided we wanted something to directly model this sort of thing, and to strongly encourage the players to activelly work at describing their characters' actions in cinematic ways. My first thought was Action Points, which is pretty much what this is. However, the base Action Points system has a few quirks which don't really fit with this; for one thing, it encourages you to spend them to minimize poor rolls rather than to model particularly dramatic actions. For another, you get them just for being a character, and we'd rather they be something you gain. Hence, this modified system. I'm mostly looking for glaring abuses, but any comments will be appreciated. Awesome Points Awesome Points (AP) are small bonus dice you can add to rolls to help improve your rolls. You can spent an AP to add 1d6 points to any d20 roll before the die is rolled (at later levels, you roll multiple dice and choose the highest result to add). APs have other uses (detailed below), but the basic idea is they represent your character going above and beyond the norm. APs are only earned, never freely given. Characters start the game with 0 AP, but players can earn as many as three AP by writing an interesting backstory for their character, giving said character a distinctive and fun personality. Gaining AP during play is only possible by describing a character’s action during a key moment in a way that is interesting, creative, and in-character; characters usually gain one AP for instances such as this, and rarely gain more than two. “Key moment” should be somewhat obvious, but is left mainly to DM discretion; buying a sword from a nearby smithy is almost never a key moment, and a routine Gather Information check at a bar is likewise extremely unlikely to be important or interesting enough to justify giving out an AP, but most rolls in dangerous combat can be (a level 20 party facing a handful of warrior 3 orcs is not dangerous), as well as social rolls with important NPCs or other skill checks such as tracking down a very important and slippery quarry, leaping across a massive chasm to reach the princess on the other side and save her from death, or carefully disarming a complex trap. Characters may have up to 3 + their Charisma modifier (minimum 1) AP at any time. If they somehow gain more AP from a single action than they can usually store, they may store up to the number gained temporarily, being unable to gain more AP until they have spent down below their usual maximum (for example, Bob the Barbarian has a very low charisma and can usually only store one AP at a time. Upon finding the man who murdered his parents, Bob’s player describes with great eloquence how Bob’s past flashes through his mind, and starts screaming with rage and crying at the same time as he swings his axe and cuts the man in half. The DM decides that this is sufficiently interesting and within character, and awards Bob 2 AP. Bob now has two AP to spend, but he cannot gain more until he has spent to one under his usual norm, or 0). When spending an AP, the player must describe the character’s actions in detail, as if he or she were attempting to earn an AP. Generally, a player cannot both spend and earn an AP from the same action. However, if the player really goes above and beyond the call, the DM may, in rare occasions, give the player an AP, although this should only very rarely be the case. If the player spends an AP and ends up rolling very well, far exceeding the necessary roll for the situation, and still describes the roll well, the DM may choose to give them an AP; this generally only applies if the action does far in excess of what it’s intended to do, so rolling a 20 on a greatsword swing (and confirming the crit) and dealing 50 damage, but barely scathing the enemy due to high DR and hit points should generally not result in earning an AP, because the AP was not redundant, whereas dealing 50 points of damage to a creature with 10 hit points probably should result in a recouped AP. Note of interest: players should generally refrain from describing their actions until after the roll is made and the results are quietly revealed by the DM. There’s little more chastening than describing your rogue take a great leaping jump across the battlefield to sink his two daggers into the enemy spellcaster only to find that the attacks actually missed, or you badly failed your jump check and didn’t even get there. Using Awesome Points You can spend 1 AP either to add to a single d20 roll, to take a special action, or to improve the use of a feat. You can spend 1 AP per action; if an action is sufficiently complicated, you may be able spend an AP on each (in the example above with the rogue, you could spend an AP on the jump, and one each on the dagger attacks). Add to a Roll When you spend 1 AP to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You must declare the use of 1 AP to alter a d20 roll before the roll is made. You can’t use an AP to alter the result of a d20 roll when you are taking 10 or taking 20. Depending on character level (see table), a character might be able to roll more than one d6 when he spends an AP. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll. Character AP Dice Level Rolled 1st-7th 1d6 8th-14th 2d6 15th-20th 3d6 Special Actions A character can perform certain tasks by spending an AP. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of AP in order to gain or activate specific abilities, at the DM’s option. Activate Class Ability: A character can spend 1 AP to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an AP to gain another use of her stunning fist ability, or a paladin might spend an AP to make an additional smite attack. Boost Defense: A character can spend 1 AP as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble). Emulate Feat: At the beginning of a character’s turn, he may spend 1 AP as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn. Extra attack: During any round in which a character takes a full attack action, he may spend 1 AP to make an extra attack at his highest base attack bonus. APs may be used in this way with both melee and ranged attacks. Spell/Power Boost: A character can spend 1 AP as a free action to increase the effective caster/manifester level of one of his spells/powers by 2. He must decide whether or not to spend an AP in this manner before casting/manifesting the spell/power. Spell/Power Recall: Spellcasters who prepare their spells in advance can spend 1 AP to recall any spell as it is being cast. The spell can be cast again later with no effect on other prepared spells. Spontaneous spellcasters such as sorcerers and bards can spend 1 AP while casting a spell without using one of their daily spell slots. Manifesters such as the Psion or the Wilder can spend an AP while manifestesting an unaugmented power to avoid paying the power point cost. Stable: Any time a character is dying, he can spend 1 AP to become stable at his current hit point total. Improving Feats Below are a few examples of how APs can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round. Blind-Fight: You can spend 1 AP to negate your miss chance for a single attack. Combat Expertise: You can spend 1 AP to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC. Dodge: You can spend 1 AP to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter. Alternately, you can spend 1 AP to apple your dodge bonus gained from this feat to apply against all enemies. Improved Critical: You can spend 1 AP to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range. Improved Initiative: You can spend 1 AP to double the bonus on initiative checks granted by the feat, from +4 to +8. Metamagic Feats: You can spend 1 AP to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast. Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell). Power Attack: You can spend 1 AP to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll. Again, remember that two doublings is a tripling. Spell Focus: You can spend 1 AP to double the increase to save DCs granted by the feat, from +1 to +2. Spell Penetration: You can spend 1 AP to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter. |
| Chicharron09-25-06, 10:21 AM | rr |
| epifreak09-25-06, 11:35 AM | Sounds similar to my "badass points" system that I've developed with action movies. Protagonists can get bonus badass points for taking on flaws (smoking, a phobia, etc.). Badass points can be expended to perform great deeds of daring-do, not normally possible by humans (breaking laws of physics and the like). Good movies usually feature heroes with 1d6+X (X=bonus from flaw(s)) badass points. Any more and you're verging into League of Extraordinary Gentlemen territory. |
| Darkxarth09-25-06, 01:29 PM | Hmm... it seems like a good system. It should be encouragment for everyone to do more role-playing. I think I like it. :D May have to look into this system the next time I DM. Kudos. |
| aotrscommander09-25-06, 01:42 PM | I say this very rarely, BlaineTog, but that's such a good idea, I might have pinch it! (Assuming you have no objections.) I might make a few tweaks myself (we don't use Action Points anyway) like perhaps allowing more thn one AP to be spent on an action (each one incrementing the base). That said, I would imgine that Awesome Points would be used (and awarded) very rarely, so I don't see that being a potential abuse. I say this as it would explain mechanically, the event in the history my game world where one lone, young (low-level) soldier held off the Dark Lord in single cmbat for several minutes (the dude seriously got Awesome points for heroic gumption attacking a divine being 80 levels higher than him!) Much kudos! Actually, let's put the system striaght into use: I award you 3 Awesome points. |
| The_Jester09-25-06, 02:05 PM | Personally, when the players are doings something that is just too fun, really getting into the game, I'll lower the DC or slap on an arbitrary +2 coolness bonus. Jumping onto a chandelier and swinging across the room into some badguys or leaping from a roof onto a moving cart. Remember kids: coolness always stacks! |
| Darkxarth09-25-06, 04:10 PM | I have just now added a link in my Sig to this thread, and will now be judiciously giving out Awesome Points instead of kudos or cookies, as exampled by aotrscommander. |
| aotrscommander09-25-06, 06:52 PM | I have just now added a link in my Sig to this thread, and will now be judiciously giving out Awesome Points instead of kudos or cookies, as exampled by aotrscommander. Someday, you know, I'll look back on this and regret that statement... Not today, mind! |
| aotrscommander09-27-06, 06:05 AM | Bump, because this idea is too good to let vanish into the ether yet... |
| Darkxarth09-27-06, 11:15 AM | I've awarded some Awesome Points on the boards, but I'm not currently DMing (finally, my turn to play) so I don't have a chance to implement it into a game right now. |
| jtfc09-27-06, 01:22 PM | I like this idea a lot...I'll probably just change Action Points to make them a mix of Action and Awesome. I can't stand that you get your Action Points back after each level. They've been playing way too many video games. Remember kids: coolness always stacks! So does... http://news.yahoo.com/comics/060916/cx_getfuzzy_umedia/20061609;_ylt=AsPCZouHe9lJEAE6a.4fcQsC_b 4F;_ylu=X3oDMTBiMW04NW9mBHNlYwMlJVRPUCUl Possibly one of my favorite cartoons of all time. Even more than "And in conclusion, I hate you all". |
| RobbyPants09-27-06, 01:55 PM | I like this idea a lot...I'll probably just change Action Points to make them a mix of Action and Awesome. I can't stand that you get your Action Points back after each level. They've been playing way too many video games. I have to agree. My favorite part of this system is that it is awarded for RP achievments, not just because you leveled. |
| Tarvok09-27-06, 09:13 PM | Wow. These Awesome Points are... Awesome! They remind me of "Force Points" from second edition Star Wars (ironic that both it and D&D hit 3rd edition and d20 at the same time, coming from different publishers). Any character could have force points, but for most characters, they represented the concept you have just described. For force-using characters, of course, they could also be spent using force powers. Your system fits in perfectly, since, after all, Jedi are Awesome. (So are ninjas, so I'd use it for them, too. :p ) |
| aotrscommander10-02-06, 07:33 AM | BlaineTog, just to let you know that I'm offically fliching this for Dreemaenhyll now. This isn't also a glorified bump, either. No. Really it isn't. |
| DEvo31710-04-06, 05:34 PM | I just wanted to say that I think the AP idea is great, and I'll be implementing this in the RHoD campaign I'll be running in January. ;) Thanks! -Jake |
| DemonDavyJones10-04-06, 07:43 PM | While this is a more concrete system of "awesome" than what I normally use (I just do: you do description, if it's good, and not the tenth time this combat, you get small/medium bonus depending on how awesome it was) that can work out very well, because no one will argue "but my awesomeness should have made me do this and this and this, which combined with this feat and that class feature..." shameless :bump: and five awesome points. |