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Old 31st May 2005, 04:32 PM   #1 (permalink)
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Action Points

So, I've been thinking a little bit about Action Points, and about what they can and should be able to do. At current, D20 Modern has this to say about Action Points:

ACTION POINTS



Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. A character can spend 1 action point to do one of these things:


  • Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
  • Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.


When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made—but only before the GM reveals the result of that roll (whether the attack or check or saving throw suc­ceeded or failed). A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.

When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn’t roll a d6. In this case, the action point is not a bonus to a d20 roll.



A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can’t spend another one in the same round to improve a die roll, and vice versa.

Depending on the hero’s character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.



Character Level

Action Point Dice Rolled

1st–7th

1d6

8th–14th

2d6

15th–20th

3d6

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Old 31st May 2005, 04:35 PM   #2 (permalink)
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Now, at it's core, in order to make this work a little better, people need to be faster on the draw (so to speak) when declaring if you're going to spend action points. So, if the roll looks bad, just shout out "rolling an action point!" or something ASAP. My interest and responsibility is (to at least some degree) to keep the game moving, and giving everyone an "action point cushion" of time is only going to slow combat down even further. So - stay on the ball, and declare that action point (or not) without expecting a pause or hint from me.
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Old 31st May 2005, 04:51 PM   #3 (permalink)
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Proposed Additional Uses for Action Points:

Dodge: A character may choose to spend an action point to avoid being hit in combat. At the top of the initiative order for the round (before anyone has acted), the character may declare the use of an action point to dodge oncoming fire and/or attacks. The action point is then rolled and the total is added to the character's Defense as a dodge bonus for the entirety of the round. All benefits and limitations of dodge bonus to Defense apply to this bonus, as well.

Example: Frieda the Fast Hero has a Defense of 16. Surrounded and out of ammunition, she hopes to make a break for the door to the warehouse in which she's holed up. Expecting enemy fire, she declares that she'll spend an action point to Dodge. She rolls a 4, bringing her Defense for the entire round to a total of 20.

Reserve: A character may choose to spend an action point to reveal a heroic reserve of personal strength (and hit points). Any conscious character capable of action can declare this kind of expenditure on his or her turn. After spending the Action Point, the character may add the total to her current health point total as temporary hit points. A character may not have temportary hit points in excess of their current maximum total. These temporary hit points disappear 1 minute after they appeared.

Example: Frieda took a shot the arm as she darted out onto the wharf from her hiding spot. Feeling herself nearing unconsciousness, she spends an action point to reveal a reserve of personal strength. She rolls a 2, raising her current hit point total by that number.
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Old 1st June 2005, 04:56 PM   #4 (permalink)
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No comments/opinions/suggestions on this stuff?
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Old 1st June 2005, 05:38 PM   #5 (permalink)
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Quote:
Originally Posted by The_Universe
No comments/opinions/suggestions on this stuff?
Looks good/fine/great.

Are you throwing out the cards completely? Could we spend an action point at the begining of play and get a card instead (not that I see too many people doing this)?

The only way to get more action points is by advancing in level correct?
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Old 1st June 2005, 05:45 PM   #6 (permalink)
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I like the RAW stuff fine. I'm a little leery about the additional stuff, though that has more to do with my own preferences than any unbalancing characteristics as they seem to exist currently.

I'm inclined to keep it strictly to RAW also to prevent any problems down the line with people trying to weasel more out of it than indicated in the descriptions.

My thoughts for better or worse.
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Old 1st June 2005, 06:06 PM   #7 (permalink)
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Quote:
Originally Posted by Laurel
Looks good/fine/great.

Are you throwing out the cards completely? Could we spend an action point at the begining of play and get a card instead (not that I see too many people doing this)?

The only way to get more action points is by advancing in level correct?
My thought was to throw out the cards completely, yes, but I'd be willing to entertain the idea of allowing you to spend a point to get a card at the beginning of the session. What do others think? I'd consider it.

I don't have particularly strong feelings one way or the other about adding additional uses to Action Points, but I thought I'd gauge the interest therein.

And yes - you only get more action points by increasing in level.
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Old 1st June 2005, 06:10 PM   #8 (permalink)
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Quote:
Originally Posted by AIM-54
I like the RAW stuff fine. I'm a little leery about the additional stuff, though that has more to do with my own preferences than any unbalancing characteristics as they seem to exist currently.

I'm inclined to keep it strictly to RAW also to prevent any problems down the line with people trying to weasel more out of it than indicated in the descriptions.

My thoughts for better or worse.
I think that's valid - we've certainly had action point "bloat" in the past. I had considered an additional use that let you spend an action point to stabilize, as well as one to get an extra action during the round, but had decided that this is as far as I wanted to go (if I go here, at all) to increase the action point options. If I were to drop just one, I'd keep Dodge (just adding to an attack roll in reverse) and ditch Reserve (which is a little cheesy, admittedly).

Thanks for the comments - unless I get a "we really need to add these options!" I'll probably just leave action points as they are in the RAW...but I still kind of like Dodge.
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Old 1st June 2005, 06:14 PM   #9 (permalink)
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Quote:
Originally Posted by The_Universe
I don't have particularly strong feelings one way or the other about adding additional uses to Action Points, but I thought I'd gauge the interest therein.
I don't have a problem with additional uses, but I think that JC makes an important point. We should probably solidify the specific uses for action points so that they aren't abused later on (I know that I was keen to ask, "Can I use an action point for (this)?!" far too much).
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Old 1st June 2005, 06:15 PM   #10 (permalink)
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So far as additional uses goes - I would propose the ability to spend an action point to increase one's land speed by 10 or 20 feet for a single round.

Would allow you to run to the rescue if need be. Might be a silly idea, though. *shrug*
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Old 1st June 2005, 07:21 PM   #11 (permalink)
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Quote:
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And yes - you only get more action points by increasing in level.
But - they do stack if you do not use them all for the duration of a full level, correct?
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Old 1st June 2005, 07:29 PM   #12 (permalink)
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Quote:
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But - they do stack if you do not use them all for the duration of a full level, correct?
Correct - I don't steal the ones you don't spend.
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Old 2nd June 2005, 12:27 AM   #13 (permalink)
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While I don't anticipate any problem if we were to adopt these rules "now," I am concerned for how they'd play out at higher levels (as we can add more than 1d6). A 3d6 bonus to Defense? That seems like a lot...
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Old 2nd June 2005, 12:30 AM   #14 (permalink)
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Quote:
Originally Posted by cuteasaurus
While I don't anticipate any problem if we were to adopt these rules "now," I am concerned for how they'd play out at higher levels (as we can add more than 1d6). A 3d6 bonus to Defense? That seems like a lot...
Your Defense Bonus also increases by level... as does your (and your opponent's) attack bonus. So - in theory - it would balance out.
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Old 2nd June 2005, 12:30 AM   #15 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
Your Defense Bonus also increases by level... as does your (and your opponent's) attack bonus. So - in theory - it would balance out.
And - it's only for a single round.
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Old 2nd June 2005, 12:51 AM   #16 (permalink)
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Actually, the way action points work is apparently not quite clear. Even if you're rolling 3d6, you still only apply the highest single roll from the 3 dice to your dice roll (or defense bonus, in this case). No matter what your level, the minimum bonus for an action point is 1, and the maximum is 6 - you're just more likely to get higher numbers at higher levels because you can pick the best die roll.

The relevent text is here:

Quote:
Originally Posted by D20 Modern SRD
Depending on the hero’s character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
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Old 2nd June 2005, 12:52 AM   #17 (permalink)
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I understand defense bonus increases by level and that AP impact is temp. However, I don't think that this use of AP is "balanced." A temp HP increase won't totally sway the game, since even at high level, one shot would still take you out again. However, an increase to defense is actually quite a lot and could make you untouchable for a round. And, since you could "hoard" AP, you could essentially make yourself untouchable for an entire fight with a "boss." In the end, I just think the defense use adds more complications than it's worth. But, that's just my $0.02
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Old 2nd June 2005, 01:06 AM   #18 (permalink)
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Quote:
Originally Posted by cuteasaurus
I understand defense bonus increases by level and that AP impact is temp. However, I don't think that this use of AP is "balanced." A temp HP increase won't totally sway the game, since even at high level, one shot would still take you out again. However, an increase to defense is actually quite a lot and could make you untouchable for a round. And, since you could "hoard" AP, you could essentially make yourself untouchable for an entire fight with a "boss." In the end, I just think the defense use adds more complications than it's worth. But, that's just my $0.02
All the NPCs have APs, too. So - in that sense, I think it still remains balanced. You could *both* stash your APs from here to forever... and eventually, one of you is going to run out. Then comes the MURDER! Haha!
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Old 2nd June 2005, 01:18 AM   #19 (permalink)
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Originally Posted by Queen_Dopplepopolis
All the NPCs have APs, too. So - in that sense, I think it still remains balanced. You could *both* stash your APs from here to forever... and eventually, one of you is going to run out. Then comes the MURDER! Haha!
Holy prolonged fights, Batman!
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Old 2nd June 2005, 01:57 AM   #20 (permalink)
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Only "major" bad guys get Action Points in modern...so most of the fights go relatively quickly.
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