Action Points from UA [Archive] - Wizards Community

Post/Author/DateTimePost
Joesph_kurr

06-14-07, 12:40 AM
Hello I was wondering if any of you used the action points system in Unearthed

Arcanea and how it worked out for you if you did.
Lawkeeper

06-14-07, 04:30 AM
It works wonders. It allows your players to really play heroes, to take risks, and to succeed against all odds. Not only does it allow them to succeed at more cinematic actions thanks to that extra d6/d8 on their d20, but it also grants them greater survivability (low roll on a save-or-die spell ? throw in an AP).

It's also a "break-the-rules" ability in some cases, possibly more interesting than the "simple" boost to die rolls. Which player has never dreamed of being able to bend the rules slightly to make an appropriate action, RP-fit ?


So, I greatly advise you to use that variant if you want your players to lead their characters along the heroic way rather than the real-world-cautious way.
ff6shadow

06-14-07, 04:40 AM
I've used it a couple of times, and my players always forget that they have them.
CrazyOzzy

06-14-07, 07:10 AM
I've used it a couple of times, and my players always forget that they have them.

Same here. I love the idea of Action Points though. My players usually act non-heroic and in a more realistic way, they can't think outside the box :(

I have tried to rethink my way of DMing but I can't seem to find fault with it for their playing style. I try every game to encourage them to be more heroic, to be more creative, to do unexpected things but they mostly do what I expect them to do.

AP do raise the power level of a party so be careful to balance the encounters. Something else to watch out for : a DM might plan his encounters knowing the players have AP at their disposal but if they forget them they might find the encounters very difficult.
Arcade

06-14-07, 09:11 AM
I used action points and it definitely increased the party power. There were a few times that they were forgotten, but the sorcerer soon learnt to use his points to keep a supply of disintegration spells on hand.

I like them because in situations where the hero really needs or watns to succeed, it lets them dig deep and find that extra something.
Lawkeeper

06-14-07, 10:24 AM
Encourage them to use them (and remember them) by giving non-monetary rewards (or at least not directly monetary) when they succeed thanks to one, be it that :
- the awe and respect they get for having downed a minotaur in one lucky and spectacular strike in the arena earns them an audience by the ruling prince or wealthy merchants (and occasions to gain favors, noble titles, bigger rewards for a future mission, etc, or simply fame)
- the BBEG, whose minions have been soundly defeated by the underdog adventurers, acts foolishly out of fear of the heroes, offering them the failure in his defensive plans by overestimating their power
- additional or more competent followers show up, or your PC's leadership scores improve (remember that modifier about "particular power" ?)
- reputation (if you use the system of reputation points)
- like the first example, they get the attention of a powerful and (semi-)retired adventurer, who gives them advice, hindsight, home support, connections, etc (kind of Faerun's Harpers-like societies)
- the list is long...

Let's your players know that minimal efforts will bring only ordinary rewards, but that heroic achievements will give them much more interesting rewards.
CrazyOzzy

06-14-07, 11:25 AM
Encourage them to use them (and remember them) by giving non-monetary rewards (or at least not directly monetary) when they succeed thanks to one, be it that :
- the awe and respect they get for having downed a minotaur in one lucky and spectacular strike in the arena earns them an audience by the ruling prince or wealthy merchants (and occasions to gain favors, noble titles, bigger rewards for a future mission, etc, or simply fame)
- the BBEG, whose minions have been soundly defeated by the underdog adventurers, acts foolishly out of fear of the heroes, offering them the failure in his defensive plans by overestimating their power
- additional or more competent followers show up, or your PC's leadership scores improve (remember that modifier about "particular power" ?)
- reputation (if you use the system of reputation points)
- like the first example, they get the attention of a powerful and (semi-)retired adventurer, who gives them advice, hindsight, home support, connections, etc (kind of Faerun's Harpers-like societies)
- the list is long...

Let's your players know that minimal efforts will bring only ordinary rewards, but that heroic achievements will give them much more interesting rewards.


Great stuff man, thanks :)
Joesph_kurr

06-14-07, 12:09 PM
Thank you for all the input I think I will be useing action points in this next

campagin. I really liked the idea of story rewards for doing crazy heroic acts so I

will be doing that. Agine thank you for the input.:)
Saric

06-15-07, 12:52 AM
In my few campaigns that I allowed action points, they were mostly forgotten about. However when actually used, they allowed more heroic things to be accomplished. However at high levels, action points power level goes way off the charts if you allow them to re-use their /day class abilities with 1 point as suggested. Especially casters with level 9 spells... :P
Joesph_kurr

06-15-07, 11:30 AM
In my few campaigns that I allowed action points, they were mostly forgotten about. However when actually used, they allowed more heroic things to be accomplished. However at high levels, action points power level goes way off the charts if you allow them to re-use their /day class abilities with 1 point as suggested. Especially casters with level 9 spells... :P

That thought did occur to me but I figure that is what anti-mageic, wild magic, dispell, counterspell, and spell resistance are for.:)