(PEACH) Modified Action Points System [Archive] - Wizards Community

Post/Author/DateTimePost
DreadArchon

03-23-07, 01:43 PM
This is intended to allow the use of the Action Point system in my game, but make it a little weaker (I've already given the PC's other boons and I don't want to overdo it).

Action Points
(This is a modification of the normal, suggested Action Point System. To avoid confusing those familiar with the normal system, changes are in bold.)

Player characters receive Action Points equal to half of their (new) level, rounded up, each time that they level up. Action Points may not be recovered, drained, or otherwise modified, except when spent or earned. Half-Elves, Bards, Fighters, Paladins, and Sorcerers receive two additional Action Points per level (Half-Elves taking the mentioned classes gain a total of four additional Action Points per level). Half-Elves, Bards, and Fighters are all especially versatile, particularly in improvisation, Paladins are unusually inspired and driven, and things “just happen” due to the latent magic around Sorcerers.

Spending an Action Point is an immediate action and may have one of three effects:

Modify a d20 roll:
Add d6 to any d20 roll by your character. This must be activated after the d20 is rolled but before the success or failure of the roll is determined. At higher levels, you roll multiple d6 (as shown in the table below) and use the highest value.
Level:
1st - 7th
8th - 14th
15th - 23th
24th +
Dice Rolled:
1d6
2d6
3d6
4d6
[the "table" looked different in a word document, of course]


Perform a special action:
1.Use a class ability without expending one of its limited number of uses per day.
2.Double the bonuses from fighting defensively.
3.Gain the benefit of a feat that the character does not have until the beginning of the character's next turn (prerequisites for the feat must be met).
4.Make an extra attack during a Full Attack action (using his highest base attack bonus and at any point in the attack order).
5.Increase the effective caster level of a spell by 2 (before casting the spell).
6.Re-prepare a spell just cast or cast an available spontaneous spell without using a spell slot.
7.Heal one hit point (may be done while unconscious or helpless and is not magical).


Improve a feat:
There are partial lists of improvable feats, but in general it's just a good idea to ask the DM if you want to somehow momentarily supercharge one of your feats with an Action Point.
Arcade

03-23-07, 04:38 PM
This really isn't that different from the original system except that you cut down the number of action points, so I don't think there's any issue with it.