| Post/Author/DateTime | Post |
|---|---|
| Pseudolife05-18-05, 07:35 PM | My players have been quite often, leveling up with 5 or so action points still in their pools. This is just wrong. If your players are getting through their missions with full action point pools, it means that there is essentially no action in the game. I've played many games that use action points, and when the players use the feats Action Boost, Heroic Spirit, Action Surge... it just makes it more FUN!! Spending 2 of the sacred points, that you drastically need for the... "save you might not make" to take another stardard action is awesome! It builds up a feeling of urgency, and it really changes a good game, to a GREAT game! BUT WHAT HAPPENS WHEN THE PLAYERS JUST DON'T GET IT??? I, the DM, messed up. I gave the players TOO much to choose from. I let them use alllllllll of the books in the library to build their characters from. This is ok for Forgotten Realms... but you have limit an Eberron game to the core books. So I don't have any dragon marked characters.... no shifters... no action surged characters.... I have one Changeling Artificer. And he's a newb. SO HOW DO YOU FIX IT?? You give them new uses of action points! BUT WITHOUT NEGATING THE FEATS. So you design 2 or 3 new ways for any character to use a feat! Sound good? You make them expensive, Raising that feeling of urgency! And you make the players realise, "OMG THAT WAS SO COOL!! Now I want to take some of those feats I've been ignoring!" Here are three new uses of Action points, they may sound like feats but... no they are not. Anyone can use these... but they are expensive, and you can't do them all of the time. So far they've been working really well! My players love the new additions, and are finally using all of their points... **Here are My Ideas** Action Dive: Spending action points in the following ways does not count as your single action point use per round; this means that you may use this feature as many times in one round as your action points allow. Spend 2 action points to move an extra 10 feet after a move action, 1 additional point to land on your feet and provoke no attacks of opportunity; otherwise you are prone until the beginning of your next turn and provoke attacks of opportunity as normal. If you have any of the action point feats, you may also choose to spend 3 action points to move 10 feet as an immediate action; you count as prone until your next turn, standing up as a swift action that provokes no attacks of opportunity. Heroic Intervention: Spending action points in the following way does not count as your single action point use per round; you may only use this feature ONCE PER LEVEL. You may spend 4 action points to take the place of an ally in danger as an immediate action. The ally must be within 15 feet of your character and is thrown up to 15 feet in a direction away from where you were previously located. You may only use this feature when the ally is targeted or affected by an enemy's attack, and before you see the results of the attack damage or affect. If the ally is targeted by a spell, you may make a spellcraft check (the normal DC for the caster +2) to find out how many and what kind of damage dice will be rolled. If targeted by a creature's supernatural or extraordinary ability, you may make the appropriate knowledge check for the creature DC 29 (DC 25 if ability has been witnessed before.) to find out how many and what kind of damage dice will be rolled or what the affect will be. Taking this action is more often than not, the epitome of the heroic act. Taking this action means that you've accepted the consequences of your actions and that it is "better this way;" the attack automatically succeeds and no saving throws are allowed. This means that if you switch places with an ally targeted by disintegration, you are automatically disintegrated. If a character is about to be grappled, you are grappled; shot out of a catapult, you are shot out of a catapult. The only exception to this rule is if you are immune to the affect. Heroic impulse: Spend 3 action points +1 for every 4 player levels, once per character level to emulate a feat you'll meet the prerequisites for when you gain a level, for one use of the feat. Any feat you use in this way you are effectively binding to your character. You must take this feat the next time your character gains a feat. You may emulate in this same way any feat you currently meet the prerequisites for. |
| ekomega05-18-05, 07:56 PM | My players rarely use their action points, they tell me they "forget" they have them. It's not for lack of action, however. Even in life or death save situations they don't use them. I don't want to always remind them, but sometimes when they're about to die I say "you could use an action point..." and everyone says "oh yeah, action points!" I even offer scenarios where they can do something clever and get a free action point, but no dice. I figure at the beginning of each session I'll just remind them. As for your ideas, it seems like your PCs will hemorrhage action points very quickly. Ending up prone is also usually a bad idea. But they are options, and options are good. |
| DolArrah05-18-05, 08:04 PM | to bold something, you do [B] and [ /B]. |
| starfurry05-18-05, 11:41 PM | My players go through their action points like popcorn. By the time they were 3/4 of the way to level 3, they were totally dry except for the wizard, who had 2 left. Of course, it helped that I tweaked the dungeon module (Queen with the Burning Eyes) so that 40% of the monsters rushed forward to attempt to overwhelm the PCs at the entrance to the dungeon rather than patiently wait to be slaughtered in their own private rooms. In short, if your players aren't having to use action points, you're going too easy on them. :D At least at low levels, fighting-types are going to be spending action points at a higher rate than are spell-lobbers, as they need them to land their blows. So if your party is all spell-lobbers, don't be shocked if they have some action points left over. |
| Pseudolife05-18-05, 11:54 PM | You know as I started to read your post, I almost thought is was a follow-up reply that I forgot I wrote! Yeah, my players always forget about them! I just figure that if they aren't using them... there's almost always a situation where they want to move a little more. And the idea of diving out of the way is a simple one that most characters get left out of. Of coarse reflex saves are supposed to fill this idea, but they aren't very dramatic. With Action Dive as an immediate action they can spend 3 action points to dive 10 ft in any direction, something that could barely save your ass from that pesky AOE spell! Or... get you on an escaping lightning rail?? Or... make the difference in space between you and another character who is trying desperatly to heal you, but can't make it that far? Yeah being prone sucks... but this ability has getting up built into it! So you only have to worry about the drawbacks until the beginning of your next turn. While these abilities will always be useful, they DON'T replace any feats... and if the players find moving 10 ft useful, they'll probably take a second glance at the Action Surge feat which of course only costs 2 action points and lets them take a second standard action!!! I have a Changling fighter\Warshaper with Heroic Spirit, and Action Surge... I use action surge ALL THE TIME. I pretty much ONLY use action points for the extra movement and attacks... its too beautiful to avoid. Sometimes, I want to attack, move, AND drink an enlarge potion!! Action points are the only way you can ever do that. Whenever our group gets surprised, it's always nice to be able to make that extra prep move that you have to do quickly... |
| icote05-19-05, 03:28 AM | You know as I started to read your post, I almost thought is was a follow-up reply that I forgot I wrote! Yeah, my players always forget about them! I just figure that if they aren't using them... there's almost always a situation where they want to move a little more. And the idea of diving out of the way is a simple one that most characters get left out of. Of coarse reflex saves are supposed to fill this idea, but they aren't very dramatic. With Action Dive as an immediate action they can spend 3 action points to dive 10 ft in any direction, something that could barely save your ass from that pesky AOE spell! Or... get you on an escaping lightning rail?? Or... make the difference in space between you and another character who is trying desperatly to heal you, but can't make it that far? Yeah being prone sucks... but this ability has getting up built into it! So you only have to worry about the drawbacks until the beginning of your next turn. While these abilities will always be useful, they DON'T replace any feats... and if the players find moving 10 ft useful, they'll probably take a second glance at the Action Surge feat which of course only costs 2 action points and lets them take a second standard action!!! I have a Changling fighter\Warshaper with Heroic Spirit, and Action Surge... I use action surge ALL THE TIME. I pretty much ONLY use action points for the extra movement and attacks... its too beautiful to avoid. Sometimes, I want to attack, move, AND drink an enlarge potion!! Action points are the only way you can ever do that. Whenever our group gets surprised, it's always nice to be able to make that extra prep move that you have to do quickly... Just make sure they know they lose any over their maximum... so they might as well use em otherwise they're just making things harder for themselves. |
| Streamweaver05-19-05, 08:46 AM | I am find with expanding the role of action points, I have done so in my own house rules a bit. However I disagree with the statements and overall tone of the original post. Having action points left over does not mean there is no action in the game. There are so many variations in play style that this is just a silly statement and going further to imply that if more or all action points aren't spent every level then there must be something wrong with the game is just missguided. That pretty much pulls the rug out from many of the other statement too because things aren't automatically broken and in need of fixing just because you think people should spend every action point they have. It's a fine rule, but to say the game HAS to be played this way or it is broken is just wrong. |
| Androlphas05-19-05, 10:48 AM | My players seem to have this curse with action points that they seldom succeed when they use them. It has gotten to the point where I have to fudge sometimes in their favor just to make the whole system seem worthwhile. Even when I don't fudge, I tend to describe the result of their action in a more dramatic way than I would with just a regular roll. I'm considering adding some of the uses for action points from Unearthed Arcana, except for the one where you can use any feat you don't have but have the prerequisites for. It seems a little over the top and easy to abuse. |
| Salla05-19-05, 03:36 PM | I just ran my first Eberron game, and there were few APs used, mostly because the dice either fell really high or really low for the PCs. The times they did spend them, though, they were useful (except once ... all our poor Spirit Shaman needed was a 2 on the AP to hit, and he rolled a 1 ... then got taken down by the Razorclaw Shifter). I think a lot of it is falling into old thinking habits, as far as the feats go. Our group's been playing D&D 3rd since it came out, and we tend to fall into old habits, going with things that are comfortable to us instead of experimenting, probably because if the experiment fails ("Okay, this feat isn't as cool as I thought it was."), you've essentially wasted a precious resource, as most DMs don't give you a way to 'undo' the feat, barring forcing you to lose levels to Energy Drain. One way, I think, to demonstrate the usefulness of the new Eberron material is to use it against them. Throw some Dragonmarked antagonists against them, and have the main 'baddie' at the end of the adventure be important enough to warrant Action Points and give him Action Surge. That should be an eye-opener. ;) |
| Pseudolife05-19-05, 06:50 PM | However I disagree with the statements and overall tone of the original post. Having action points left over does not mean there is no action in the game... Whoa whoa whoa... easy there fella! If your game is fine just the way it is... why are you posting? The name of the thread indicates that this thread is a place for people who ARE dissapointed with action points. If your game is fine just the way it is, and you like "normal" D&D... fine! I play currently in 3 different groups: One I DM, two I play in. One of the games I play in (Eberron Adventure path) is ACTION-packed!! I took action surge, and Heroic spirit... and omg, Knocking down baddies left and right... BUT BARELY!! The Urgency of needing to use two action points just to get another hit in... really adds to the game. If you haven't played a game where you're down to your last two action points... have 5 hitpoints left... but your healer only has 2!!! The only way the rest of your low hit-points team can survive is if you move in AND KILL THE TWO GUYS (with low hitpoints) THREATENING THE CLERIC (who are going to kill him the turn after yours)... you can do it too, you just need to hit one and then use action surge to hit the other !! If you miss yes, they'll surely kill you on their turn AND the cleric... but its a chance you'll have to take!!!! If you haven't played a game as action-packed as that... where you really need your last action points to "save the day." Then yeah you probably think your game is fine. The point of the original post was not to say your game sucks. Its just to say that, "Action points, if given the proper situation, make the game more fun." In short, if your players aren't having to use action points, you're going too easy on them. This I think is a great statement. ITS TRUE, you need to force players to use them! I posted those additional uses to the Keith Baker thread, and he said that he especially like the Heroic Intervention use!! I also think that its my favorite. Its very cinematic, dashing in to save a friend in the nick of time! |
| Brastan05-19-05, 07:20 PM | I have found that in my group they have been used both in the intent of use(many situations that were quite heroic and life and death) and frequently. We have be running with them since Eberron was released and have implemented them in every game(Eberron or not) since. We tend to spend them across the whole level have found that spending 1 AP per encounter tends to leave us with 1 or 2 AP when we level. We use them for many things, especially Skill checks which are often more important than attack rolls. If you need a boost for AP I would recommend adding the uses in UA since that was their origin in D&D. It would be nice to see more AP based feats in future Eberron products. |
| Streamweaver05-19-05, 09:54 PM | Whoa whoa whoa... easy there fella! .... If your game is fine just the way it is... why are you posting? With all due respect to your triple whoas, multiple exclaimation marks, random use of caps, and bold text, I think it's you that needs to calm down. I'm posting here because every once in awhile someone breezes into this forum and makes some sweeping statement about some made up reality they see in gaming, coincidentally with themselves as the guru of how to fix the problem. They usually then go on to berate anyone who doesn't adhere to their newly established cannon. You show a unique talent because you did all of that in a single thread and moved right onto falsely representing Keith as backing your particular idea as truth. |
| timothyx05-19-05, 10:52 PM | :dancin: action points are Pretty :dancin: of course, I have to suggest to other players in my group to use em.. oh, and running out of action points 1 round before the "taking 32 of 42 hit points worth of fire damage, 7 points of acid damage and more fire damage, on top of the damage from slamming into another :rant: character who's player is a dolt" is not a fun experience.. but, on the other hand.. and I play a :mage: now.. so it's all good... :nonono: it's not like I'm bitter |
| Pseudolife05-19-05, 11:10 PM | :gah: I'm posting here because every once in awhile someone breezes into this forum and makes some sweeping statement about some made up reality they see in gaming, coincidentally with themselves as the guru of how to fix the problem. They usually then go on to berate anyone who doesn't adhere to their newly established cannon. You show a unique talent because you did all of that in a single thread and moved right onto falsely representing Keith as backing your particular idea as truth. :shocked: Why don't you reread what I posted... because you seem to be looking for things to offend you. Try NOT doing that, and you'll find the the "sweeping statements" are nothing but humble opinions posted by a concerned DM, looking for answers. ...falsely representing Keith as backing your particular idea as truth. Try reading the most recent post by Keith Baker, and you may find that he DID say he liked the idea. :rimshot: |
| smrtgmp05-19-05, 11:33 PM | I love what action points have done to my game. They have spiced things up quite a bit, and the PCs are trying things they would never attempt in a regular game. Its a blast. That being said, I would like to ask about this:...but you have limit an Eberron game to the core books...Says who? Non core material is just as applicable to Eberron as it is to any other setting. If Eberron is core only, then why is there a strong psionic pressence? I've allowed most 3.5 WotC material, and action points are still being thrown around right and left (especially by the party paladin, who uses them to help insure his full power attack charge finds its mark). If your players arent using action points, its not the fault of splat books. Try given small RP xp bonuses for truly cinematic actions that PCs attempt. This will encourage a more lively style of play and ensure that they have few, if any, action points left over when they level up. |
| Pseudolife05-19-05, 11:59 PM | Says who? Non core material is just as applicable to Eberron as it is to any other setting. If Eberron is core only, then why is there a strong psionic pressence? Weeeeeeellll..... I see your point. You don't have to if your players are really stoked about the idea. I'm the kind of player that would use both really well; mainly because I like the idea of action points. But for games where the players forget, or simply don't care... limiting their choices is a good way to make them use Eberron stuff. In the game I play in, the DM limited us to the core books, and Eberron books. Then at 5th level he let us "unlock" one prestige class; kind of like the mark of heroes. At 6th I think, he's letting us take a feat from other books... It's limiting if you wanted to take Draconic Heritage, but it makes them really scour for the Eberron goodies! :plotting: |
| drasticale05-20-05, 12:55 AM | Our first game had us using action points rather liberally, but we all kept one for the inevitable boss fight. This was the first Eberron game we'd actually finished; so it had been fun... and as long as everyone knows what AP's are capable of, it is worthwhile. I've seen no problems, and we've even made a few houserules to cover them ourselves; but we haven't deviated from them by far... You'd almost tell no difference watching our games. Yeah, we have some people forgetting they have them... and often, when we use them we don't exactly describe ourselves in any different fashion than normal... But when you are facing down more Order of the Emerald Claw than you can count on three hands... You remember them. The job is actually in the DM's hands to make the game just so, that the characters have to remember that they are heroes in this world... and not just another group of adventurers. That's how I see it... We have AP's because we are the Heroes of this world, and even though that guy over there is a 2nd level fighter too... He doesn't have AP, because he isn't a hero. So, yeah... If a DM isn't doing his job right, he isn't making his characters use their AP, and making them feel like they've earned everything they just got. AP make you feel like a hero. |
| Pseudolife05-20-05, 01:05 AM | ...That's how I see it... We have AP's because we are the Heroes of this world, and even though that guy over there is a 2nd level fighter too... He doesn't have AP, because he isn't a hero. Exactly, I couldn't have said it better! In the Shadows of the Last War, the Mournland's Non-healing factor really makes you use ALL of those AP! And when you're totally out numbered, the Hero factor you're talking about really comes through. |
| drasticale05-20-05, 01:09 AM | And, my DM knows that I want to experiment with all the little tidbits Eberron has to offer... But one has to think... A WF Monk/Drunken Master? Heh. But, I'm more tempted by the WF Monk/Tattooed Monk. Just imagining all of the composite plating on the WF masterfully etched... If only I could draw, that would be one of the coolest things Eberron has ever solicited from my imagination... |
| Salla05-20-05, 01:34 AM | And, my DM knows that I want to experiment with all the little tidbits Eberron has to offer... But one has to think... A WF Monk/Drunken Master? Heh. But, I'm more tempted by the WF Monk/Tattooed Monk. Just imagining all of the composite plating on the WF masterfully etched... If only I could draw, that would be one of the coolest things Eberron has ever solicited from my imagination... I am *so* stealing that! |
| Pseudolife05-20-05, 01:42 AM | Wow, since WF don't eat or drink... wait... they can drink potions right?? Interesting... |
| drasticale05-20-05, 02:02 AM | I am *so* stealing that! You are welcome.... <grins> |
| Edymnion05-20-05, 02:23 AM | Wow, since WF don't eat or drink... wait... they can drink potions right?? Interesting...Correction, they don't NEED to eat or drink to live. They are capable of eating/drinking anything they want, any time they want, however. They get full benefit out of drinking potions and eating a Hero's Feast. Rather like humans don't NEED to eat chocolate cake, but a lot of them will do it anyway just because they like the taste. Anywho, yeah, Action Points are mixed bag with the groups I've been in. Some don't use them at all, some only use them when they're a point or two under a saving throw DC, while some (like me), go through them like water. In fact, last encounter my Artificer was in, I was literally using Action Points every single round to pull off some really cinematic stuff, it was great. I'm gonna be screwed if I have to pull that level of stunt again though, the character spent almost half their level's worth in one encounter! Reason (if you're interested):We were on an airship that was under attack, and they took out the main elemental ring, trying to free the Fire Elemental. Pilot wasn't going to be able to control the elemental, so my shifter artificer did something crazy. Burned a couple of AP to start, high tailed it over to the ring, shifted, and dug her claws into the elemental ring itself and started using Retain Essence on the thing to try and sap enough energy out of it so the pilot could keep control. Was a very cinematic scene as she got flooded with raw elemental fire. She was pouring through the AP just to hang on, and not be roasted alive. The Warlock got within reach, I spent some more AP, and funneled the energy through him, which he released into the sky as a truely massive sustained Eldritch Blast. Long story short, the pilot failed his check after several rounds, and the Elemental broke free. Blew off my Artificer's arm completely (which was okay, I had already expressed my interest to the DM about getting an Arm of Nyr), and as of right now, she's lying unconcious on the deck of the airship which is currently trying to crash into one of Sharn's towers. Fun times to be had by all! :D |
| Pseudolife05-20-05, 02:30 AM | Yeah the only way Artificers can use infusions in combat is if they use action points! There's nothing quite like have your artificer make your large size spiked chain a bane weapon on command! Bane is the best spur of the moment weapon Aug. ever!!! Noone wants to by a Permanent Bane weapon because you never know when you're going to be fighting trolls instead of undead or visa versa... But with Lesser Weapon Augmentation and an Action Point, you're in Business! :evillaugh |
| Pseudolife05-20-05, 02:40 AM | I just now read the hidden story... I'm not quite sure if elemental bindings, and the rings you're talking about (which I'm not sure I've even heard of) actually work that way lol. Sounds pretty cool though! My DMs tend to not take story-telling liberties like in your story. While it totally sounds like you guys were having a blast, my DM would have just said that retain essense doesn't work that way. lol. Which would have been a bummer. Retain Essense as I understand it, is a way of destorying a magic item and gaining back craft points... I would have never thought of suggesting something like that to my DM. That game definately sounds action-packed though! :w00t: |
| Solidcobra05-20-05, 04:51 AM | Action points add a pittance to the characters rolls, it's good when you go "oh crap, i failed the save by one", but really, mostly it's not worth bothering with. The artificer exception aside, action points just don't add that much. Suggestions for action point uses... Down the +20 skill mod for an impossible action to +10, +5 or whatever you feel approporiate: 1 action point. Automatically passing a save: 3 action points. (now THERE'S something players are likely to use) Automatically hit your enemy, no roll: 2 action points Automatically CRIT your enemy, after having rolled and succeeded in hitting: 3 points. Anything else? My ideas dumb? |
| fuindordm05-20-05, 05:30 AM | If your players aren't using action points, it's because they don't need to. Last session had them fighting on top of a lightning rail carriage while it was traveling full speed, and two of them clinging to the outside wall of the carriage to try and stop a halfling who had stolen the schema from jumping to his glidewing mount. Two characters burned through their entire quota for the level that night, I can tell you. And the extra d6 allowed them to avoid falling off the train, pull the bag out of the halflings' grasp, and manage a grab onto the glidewing's talon when falling off the train, among other things. That was a good night. That said, the ideas at the top of this page are great; I really like Heroic Intervention and action dive. Ben |
| Pseudolife05-20-05, 05:46 AM | Action points add a pittance to the characters rolls, it's good when you go "oh crap, i failed the save by one", but really, mostly it's not worth bothering with. Hmmm I don't quite know what to say. Obviously they're not working well in your game! :thinks: I think the problem with a lot of gamers is how they view action points. They aren't supposed to always come through for you automatically. So I guess when you save all of them for that "special moment" and the roll still fails... its disappointing. Then you end up feeling not so heroic... I've found that my characters in general, don't use their points to boost their rolls. I don't really know why, I guess they just don't think it'll be enough... so they don't want to waste them. Taking feats that use action points gives players a sure-thing reward for using APs. I would recommend 3 things to try before you implement the autohits or autosaves: 1. Recommend that they try some of the feats that have tangible benefits; like Action Surge (gives players an extra standard action!) or Bladebearer of the Valenar. (Among a slew of other things, this feat lets you add any AP roll to the damage of your attack when you hit.) 2. Salla recommended this Earlier: Give one of your NPC Villains action points, then hook them up with the action point feats! Once the players see how bad-ass they are... They'll want to try them out. Maybe an NPC companion?? 3. Maybe make up some new rules the are not quit like the feats, but make the players realize the usefulness of them. IMHO I think that what you were suggesting is just a little too extreme... ***---***---*** These are just my opinions... if auto-hits work better for you, hey... YOU'RE the DM! |
| Horathgar05-20-05, 07:59 AM | I'd have to rip out the books for this, and I probably will a little later. But the point made earlier about Warrior Types using AP more often seems wrong to me. I'm thinking an AP should be used to make Saving Throws harder. IE, for a spell that a wiz type REALLY needs to work. Like hold person. Sorta like a Spell Penetration feat, but with AP. And i'm thinking if AP doesn't feel like its doing its job right, tweak it. Noone said that the rules were so static that you can't make your own in house rules. I'll have to read the rules again just to be sure so i'm not sounding like a twit. So thats all Rath |
| Logos05-20-05, 08:44 AM | The Way I used to make AP more Noticable and Used was to You Guys are going to Love This MAKE ACTION POINTS No literally fold CueCards in Half and Write ACTION POINT on Both Sides. Its A lot harder to Forget sometthing when your holding a physical reminder ( Also easier to keep track of) When My Group First Started AP , They were hoe hum on them then a few difficult encoutners later they saw , If we use these things tought things become easier. After that they loved them, if nothing else the reactivation of class abilities already used up per day, should drain enough ap to keep them down ( Ie Wildshape ,rage , bardsong ,etc) Logos |
| Edymnion05-20-05, 02:43 PM | I just now read the hidden story... I'm not quite sure if elemental bindings, and the rings you're talking about (which I'm not sure I've even heard of) actually work that way lol.Ah, but what are action points for, if not to make the impossible possible, as long as its cool? Yeah, I agree, thats not the way Retain Essence works. That takes a full day, and drops the xp into your craft reserve as it destroys the item. But, we were screwed, and he liked the idea, so a few AP later and an exception was made :) |
| drasticale05-20-05, 02:50 PM | Hurrah for the DM sacrificing rules for 'coolness'... too few let it happen these days. |
| Pseudolife05-20-05, 03:56 PM | :drool: The Way I used to make AP more Noticable and Used was to You Guys are going to Love This MAKE ACTION POINTS No literally fold CueCards in Half and Write ACTION POINT on Both Sides. Its A lot harder to Forget sometthing when your holding a physical reminder ( Also easier to keep track of) When My Group First Started AP , They were hoe hum on them then a few difficult encoutners later they saw , If we use these things tought things become easier. After that they loved them, if nothing else the reactivation of class abilities already used up per day, should drain enough ap to keep them down ( Ie Wildshape ,rage , bardsong ,etc) Logos :pint: YES!! I'll drink to that!! I like that idea so much I'm going to totally steal it, but I'm going to use those little crystal counters that I use to use for M:TG. Man, you're a genius. |
| Brastan05-20-05, 04:43 PM | Hurrah for the DM sacrificing rules for 'coolness'... too few let it happen these days. Agreed. I am quoting Logos An excellent idea Logos, very insightful. My I make an additional suggesting to add to the Action Point Cards? For other DMs if your time and energy allows include an abbreviated list of what the Action Point Card can be used for on the card itself. This way players can read for themselves what they can do with them. :clap: Well done Logos. Although it always brings up that question, why didn't the rest of us think of that? |
| Edymnion05-20-05, 11:23 PM | I like the idea of physical AP. I've got some poker chips around here, I'll spraypaint a couple dozen of them gold... |
| Rolzup06-05-05, 04:10 PM | My own idea was to make Action Points add 1d20, instead of 1d6, to a character's rolls. And it's worked out really well, although they do need occasional reminders to use the things. The results have ranged from dramatic (a badly wounded PC finally managing to take down the Hobgoblin who was beating him to death) to hilariously anti-climactic (the monk, desperately trying to Tumble between lethal foes, rolls a total of 4 on 2d20) and I've had no regrets. |