Additional Action Point Uses [Archive] - Wizards Community

Post/Author/DateTimePost
BraveSirPatrick

02-23-05, 10:38 PM
Anyone have any good ideas for addition action point usage?

One of my players came up with the idea to use one action point to reroll the new level hit point roll if unsatisfied. I think this is a good idea that is shouldn't be unbalancing. I will definately only allow it once per level and might make the character take the second roll even if it is worse,

What do you think about this idea and do you have others to share?

Any ideas are welcome, in game or out of (like the previous example).
Cymraegmorgan

02-23-05, 10:52 PM
Anyone have any good ideas for addition action point usage?

One of my players came up with the idea to use one action point to reroll the new level hit point roll if unsatisfied. I think this is a good idea that is shouldn't be unbalancing. I will definately only allow it once per level and might make the character take the second roll even if it is worse,



That, in my opinion, would call for the permanent loss of that action point, as well as having to take the second roll, even if it is worse.

We use resource points, a system that incorporates action points, spell points and power points.

PCs can use Resource Points to add temporary hit points on a 2 rp for 1 temp hp basis. These last 1 hour/level.
srkingdavy

02-24-05, 08:00 AM
I assume you have unearthed arcana.

One thing I allow is players can spend more than one action point. rather than limited to one action point per round, they are limited to one application of action points per round. Players will usually only spend one, because the cost of increasing action point abilities is very steep.

for example, to have another use of an ability limited in times per day costs (additional times used today -1)x2. this way, the first extra costs an action point, the second costs 2, the third costs 4, the fourth costs 8 etc.

Rolling d8s instead of d6es for the "add to a d20 roll" costs 2 action points.
d10s are 4.
d12s are 8.

extra attacks are handled in the similar doubling fashion, keeping in mind that a player must pay the full amount of each extra attack. Making 3 extra attacks will therefore cost 7 points.

just the tip of the iceberg

also just an idea, since my campaign is a little high-powered...
HailSpork

02-24-05, 06:00 PM
It depends on how powerful you're letting AP be. You'll notice that Eberron has only 3 AP usages (stabilize, add a d6, regain a casting) plus an Eberron specific usage. There are more available, but you have to spend feats to get them, and even then, they cost more AP than the equivelences suggested in UA (which don't require a feat).
Honestly, the spending AP to reroll HP sounds pretty fair. They would definately need to take the second die roll and this would have to be AP gained at the new level. Depending on how quickly you level, spending AP so early on in the level may be a serious penalty, particularly given how useful AP can be when you're in a dire situation. Obviously, this makes it easier to reroll at lower levels; I know most games I play in level faster at lower levels...
Depending on how powerful you're letting AP be, it should cost more than 1 AP. If you're limitting it as much as Eberron, then 3 AP should do it (so you could use Heroic Spirit as an HP reroll feat if you wanted). If you're allowing all the variants in UA without spending feats, 2 AP sounds fair to me.