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Author Topic: Action points, who uses the? who likes them?  (Read 2084 times)

Ragnarok N Roll

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Action points, who uses the? who likes them?
« on: March 14, 2006, 02:36:05 PM »
Never used them, gathering opinions on the matter.
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Knightcrawler

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Action points, who uses the? who likes them?
« Reply #1 on: March 14, 2006, 02:41:34 PM »
Depends on the game system.  They worked in Warhammer FRPG not sure if they would work in something like D&D.  I think they might cover them in Unearthed Arcana.
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kryyst

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Action points, who uses the? who likes them?
« Reply #2 on: March 14, 2006, 02:49:11 PM »
I like action points.  It's not enough to really shift the overall game, but it's little something extra that can help put some heroism into a situation gone bad.  In warhammer they are a must.  In D&D they also help a lot in turning 1st level characters into competent heroes.
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Knightcrawler

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Action points, who uses the? who likes them?
« Reply #3 on: March 14, 2006, 02:54:22 PM »
Quote from: kryyst
I like action points.  It's not enough to really shift the overall game, but it's little something extra that can help put some heroism into a situation gone bad.  In warhammer they are a must.  In D&D they also help a lot in turning 1st level characters into competent heroes.

This is true.  If you use them make sure that you dole them out sparingly.  Otherwise its like a low-level character getting a hold of epic level equipment.
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Cyclotron

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Action points, who uses the? who likes them?
« Reply #4 on: March 14, 2006, 02:56:47 PM »
Quote from: Ragnarok N Roll
Never used them, gathering opinions on the matter.

We've got Action Dice in my Star Wars/Spycraft game, and we like them a lot...  They work a bit differently than the D20 Modern style action points, though.
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Mcrow

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Action points, who uses the? who likes them?
« Reply #5 on: March 14, 2006, 03:15:45 PM »
Don't they have them in Eberron?

If not it's something similar. The one game I played using them was pretty cool and adds to the d20 system.

Ragnarok N Roll

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Action points, who uses the? who likes them?
« Reply #6 on: March 14, 2006, 03:27:26 PM »
Quote from: Mcrow
Don't they have them in Eberron?

If not it's something similar. The one game I played using them was pretty cool and adds to the d20 system.


Eberron, and Unearthed Arcana. Never played d20 Modern.
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T-Willard

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Action points, who uses the? who likes them?
« Reply #7 on: March 14, 2006, 03:33:29 PM »
I like them, and use them all the time. I've found it a good way for the players to get that last surge, or that perfect action that saves the day.

I've also found it gives the NPC's and monsters that particular edge they need to be truly challenging.

Action points are a good idea, and when used right, make a good addition to the game.
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Sobek

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Action points, who uses the? who likes them?
« Reply #8 on: March 14, 2006, 03:40:03 PM »
The Eberron system is different from the Unearthed Arcana system. I'm currently running a game with each and prefer the UA system. Really, though, most people use them to modify d20 rolls and stabilize when dying, so there's little difference in actual play (both systems handle both those situations the same). I just feel the UA system has more potential for players who want to take advantage of it.
 
Action points definitely don't seem to unbalance anything. You only get a handful each level, so no one is consuming them like candy. They really provide two major features.
 
First, they provide an insulation against that one crappy roll. The player gets the chance to boost their failed save or to fiat stabilization at -8 hps. If the players are generally playing smart and get one bad roll, it's not likely to result in death, but they don't have enough APs to evade Darwin. Also, if I, as GM, slightly misjudge an encounter's strength, I don't have to fudge anything because the players have that net.
 
Second, it lets the PCs occasionally do something really cool. I've noticed this as the PCs get ready to level -- which, tends to occur at the climax of an adventure, nicely enough. Most PCs will have a couple left over and are itching to not "waste" them (use 'em or lose 'em), so they start doing a few tricks and pushing for unlikely successes. The most common (and, potentially, effective) use in this mode has been the "take an extra attack during a full-attack action", which has prevented that last, devasting round of attacks by the BBEG more times than I can remember.
 
The OGL/UA rules for AP can be found here.
 

Roudi

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Action points, who uses the? who likes them?
« Reply #9 on: March 14, 2006, 03:45:45 PM »
The majority of my gaming experiences come from d20 Modern.  Action Points have been a part of my core gaming experience for a long time, and I love them.  Like anything in a d20 system game, they are an added gambling element over what is already a system of betting ("I bet if I roll good I can survive this encounter").  Still, they have saved my character's bacon more times than I can count.  Just ask T-Willard about how many Action Points the YotZ playtest consumed.

FraserRonald

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Action points, who uses the? who likes them?
« Reply #10 on: March 14, 2006, 06:41:23 PM »
I've found Action Points, or their various incarnations in other games under other names, really useful, both as a player and as a GM. As a player, they've saved my fat @$$ more than once. As a GM, they've kept games on track that would have been derailed if not absolutely toasted by a slew of bad rolls or bad decisions.

el-remmen

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Action points, who uses the? who likes them?
« Reply #11 on: March 14, 2006, 06:42:38 PM »
I use action dice.

Quote

Action dice are always a d6. At the time of any die roll (i.e. attack roll, damage roll, skill check, saving throw, spell resistance roll, critical hit confirmation roll, or critical result check) the player may announce that he is using an action die, rolling the d6 at the same time and adding the result. Regardless of the result the action die is immediately lost.

The declaration about the use of an action die must be made before the roll is made, and only one action die may be used per d20 roll.

Action dice are awarded in two ways.

At least one die (and up to three) are awarded upon gaining a level, based on the heroic actions and good role-playing of the player.

In addition, the DM may award an action die at any time during the game for a cinematic or heroic act.

Exploding Action Dice: Some spells or abilities make action dice into exploding action dice. This means any time a '6' is rolled on an action die, it can be immediately rolled again and the result added to the bonus. As long as sixes are rolled, you may continue to roll and add the result.
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Ottomsoh the Elderly

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Action points, who uses the? who likes them?
« Reply #12 on: March 14, 2006, 06:44:44 PM »
The idea is nice, and actually I'm often thinking of new things to do with them, as a DM. More options for the players than increasing die rolls or autostabilizing.

I've found out that nine times out of ten, when a player blows an action point on a die roll, he gets results like 4 on the d20 and 1 on the d6...
 

T-Willard

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Action points, who uses the? who likes them?
« Reply #13 on: March 14, 2006, 06:47:15 PM »
We actually adjusted Action Points to be more like Shadowrun Karma.

You blew the points, and got good things happen.

:)

Worked pretty well for that campaign until, well, they hit a sun at 240C due to a serious astogation error and player stupidity.
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Vermicious Knid

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Action points, who uses the? who likes them?
« Reply #14 on: March 14, 2006, 06:50:41 PM »
Quote from: Sobek
The Eberron system is different from the Unearthed Arcana system. I'm currently running a game with each and prefer the UA system. Really, though, most people use them to modify d20 rolls and stabilize when dying, so there's little difference in actual play (both systems handle both those situations the same). I just feel the UA system has more potential for players who want to take advantage of it.
 
Action points definitely don't seem to unbalance anything. You only get a handful each level, so no one is consuming them like candy. They really provide two major features.
 
First, they provide an insulation against that one crappy roll. The player gets the chance to boost their failed save or to fiat stabilization at -8 hps. If the players are generally playing smart and get one bad roll, it's not likely to result in death, but they don't have enough APs to evade Darwin. Also, if I, as GM, slightly misjudge an encounter's strength, I don't have to fudge anything because the players have that net.
 
Second, it lets the PCs occasionally do something really cool. I've noticed this as the PCs get ready to level -- which, tends to occur at the climax of an adventure, nicely enough. Most PCs will have a couple left over and are itching to not "waste" them (use 'em or lose 'em), so they start doing a few tricks and pushing for unlikely successes. The most common (and, potentially, effective) use in this mode has been the "take an extra attack during a full-attack action", which has prevented that last, devasting round of attacks by the BBEG more times than I can remember.
 
The OGL/UA rules for AP can be found here.


I agree with the crocodile. The Eberron campaign I'm in uses 'em, and now it feels really odd to play in games that don't. They are just plain fun. :)