Action Point options? [Archive] - Wizards Community

Post/Author/DateTimePost
SteveDubya

08-13-07, 10:22 AM
In the campaign that I am playing (http://forum.rpg.net/showthread.php?t=345923) there has been discussion of adding some form of Action Points to the rules.

The DM has looked over the ones presented in the SRD (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm) and found them not to be entirely to his taste - he feels that there will either be too many and we'll go crazy using them all the time, or too few and we'll hoard them to use on the BBGs.

Has anyone used any sort of AP variant to any success? Are there any options available online?
Malraux

08-13-07, 11:41 AM
Has anyone used any sort of AP variant to any success? Are there any options available online?

Wow, those are really powerful. I'd look at what's in the Eberron CS on action points. It eliminates the really overpowered uses (no spend an action point to get a feat, or other odd uses.) Mostly, AP in eberron either power the use of class abilities (as in the artificer) or to add 1d6 to a d20 roll.
TorgSmackie

08-13-07, 11:46 AM
...he feels that there will either be too many and we'll go crazy using them all the time, or too few and we'll hoard them to use on the BBGs...
Yeah, those are your options.

Action Points are used in Eberron Campaign Setting. They're fine. You pretty much use them when you really don't want to fail (Jump check between airships, attack roll on the BBEG when everybody else is down, Reflex save when you're at 5 hp, etc.). Plus it's only a d6 or two, so it might not even help.

If he can't take the action points into account when setting up adventures and whatnot, he shouldn't bother using them.
Arcane Guyver

08-14-07, 02:37 AM
Action Points are great. Some other AP options you might want to try:

#1 - Give them out as rewards instead of XP.
#2 - If players want to do something that the rules don't seem to cover, make them spend action points to attempt it.
#3 - Spend one action point to avoid the 'item exploding' side-effect of rolling a 'natural 1' on a save.
#4 - Spend one action point to ignore the 'automatic miss' business that comes with rolling a 'natural 1' on an attack.
#5 - Spend two action points to automatically confirm a critical. This could be limited to minions, if desired.
#6 - Spend one action point to perform a move-equivalent action (other than actually moving) as a swift action.
#7 - Spend two action points to add 1d6 to the DC of a spell or ability.
Etc, etc.
TiwazTyrsfist

08-14-07, 01:40 PM
So, I was just looking at the SRD UA action points... If one of you has the Eberron campaign setting, use the AP rules from ECS instead. The UA verions is a bit Over Powered.

Use the SRD AP with the following Mods.
Spend 1 point to add a d6 (as standard) to any d20 roll.
Activate Class Ability, 2 action points not 1.
Stabalize for 1 point.
NONE OF THE OTHER SPECIAL ACTIONS.
The rest of them become feats. Basicly the feat allows you to use an action point for the specific purpose, and adds one to your action point pool.
Also, Give BBEG's a small pool of APs. Maybe 1 ap per 2 HD/Class levels.

Also, I like the House rule that floats around the Eberron board. You get bonus AP based on your base Cha bonus.
trapspringer

08-15-07, 05:52 PM
It's not overpowered if you want to run the kind of game they're designed for.

Basically, Indiana Jones had action points. Han Solo did not.

You use UA action points when you want to encourage players to take big risks and try out stuff. You distribute some number to the BBEGs and their lieutenants to keep the big fights epic.

If you want to run a gritty, hard-core methodical dungeon crawler they aren't for you. If you want the party to fight seemingly insurmountable odds only to triumph at the last moment by the skin of their teeth, action points are ideal.

In short; the purpose of action points is to up the PC power curve. It is unbalanced but that's the point. You compensate by throwing more complicated and harrowing situations (not monsters, but situations) at the players.
Fireclave

08-15-07, 06:26 PM
As TiwazTyrsfist pointed out, the action point system in the SRD is much stronger than system used in Eberron. Adding to a roll is handled basically the same way, but that's all the Eberron action points give you by default. All of the other options presented in the SRD would most likely be either feat or class features in Eberron.
Xanthanon

08-16-07, 09:57 PM
Consider this "Hero Points" system that I found online awhile ago at:

http://www.community3e.com/rules.html

Maybe use cards or tokens to track them, player has to turn them in to the DM when they use them...

Hero Points
Hero Points are given to reward players who put extra effort into the game. They are offered as an
incentive to encourage role-play, teamwork, and player cooperation. These points are given by each player
and the GM at the end of each adventure (not game session), and are distributed by secret ballot so that
players can vote honestly, rather than dividing the points equally.
At the end of each adventure (not game session), each player will give out two points, and the GM
will distribute one point for each session necessary to complete the adventure. A player cannot give himself
points, but may divide his points among the other players as he sees fit. The GM will award his points once
all of the players? points have been counted.
A player may spend his hero points to accomplish any of the following, but he must declare his
intent to use the points before any actions are taken. Once a point is spent, it is gone and may never be used
for another purpose.

One Hero Point may be spent to add a +2 to any skill check, ability check, attack roll, saving throw,
or initiative roll. Up to 5 Hero Points (for a total of + 10 to the roll) may be used on a
single die roll.
One Hero Point may be spent to automatically succeed in a stabilizing roll to stop bleeding when between -1
and -10 hit points.
Two Hero Points maybe spent to negate the effects of a critical failure, making the roll a normal failure.
This option must be chosen after the failure is rolled, but before the effect is described.
Two Hero Points may be spent to automatically score maximum damage on a single damage roll. Each die
when rolling for damage is considered a single roll, thus, a 6d6 fireball would require spending
twelve Hero Points to maximize.
Three Hero Points may be spent to roll two dice for hit points when leveling up. The highest of the two
rolls is then used for hit points gained.
Four Hero Points may be used to gain an addition skill point. This point is spent normally, and may not
increase a skill above a character?s normal limit.
Five Hero Points may be spent to reroll any roll. Use of this option must be declared before any secondary
effects (such as damage) are described.
Five Hero points may be spent to gain an additional partial action for one round.
Five Hero Points may be spent to make a critical threat automatically become a critical hit. This option must
be chosen after a threat is scored, but before the critical is rolled.
Ten Hero Points may be spent to force another player or NPC to reroll any roll.
Twenty Hero Points may be spent to gain a new general feat.
Thirty Hero Points may be used to increase an attribute by one. This increase adjusts the base attribute, and
is not an enhancement bonus.

Happy gaming!

X
Seldriss

08-17-07, 10:42 AM
I allow the use of Action Points for these effects :
- Add the result to any die roll (not only d20)
- Add the result to AC (in total defense for one round)
- Add the result to speed (like a sprint for one round)
- Add the result to damage (same limitations than critical hits or sneak attacks)
- Add the result to damage location (yes i use that)
- Add the result to a spell or power DC (like a metamagic effect)
- Use a Metamagic effect without increasing the spell point cost
- Use a Metamagic effect without increasing the casting time
- Stabilize a character
- Get temporary HP when at 0 or lower (Concentration check to stay conscious on each round)
- Get one more action in the round (attack, move)
- Reroll a bad roll
Thanuir

08-17-07, 11:03 AM
One option: Use them to reroll a die roll or to be automatically stabilised (to -9 hp, if reduced under that).
Give BBEGs some. Each char starts with 1 and 1 extra per point of charisma bonus. Give them out for good play, however you define that (Good descriptions, brilliant tactical choices, dramatic character moments, killing the BBEG, telling good jokes, or whatever you like to see more at your table).
No char can have more than charisma score of them at once. Excess are wasted.


Effects: Instakill effects are nerfed, but still quite nasty. PC mortality is reduced. BBEGs falling off the cliff won't die. Usually. Any need for fudging will be vastly reduced.

Use some actual, physical tokens to represent the points. Take them away when the points are used, give tokens when points are earned.