Jeff Wilder
First Post
(Background: I'm in three bi-weekly games, using three different action point systems. I've never yet found an action point system I've been very happy with, and I finally tried to figure out why. Below is an email I sent to the players and DMs in all three games. I'm not editing it because I'm in a hurry this morning, so keep the "emailed to players" context in mind. Comments very welcome. I plead for them, in fact.)
Mark and I discussed action points (or hero points, or whatever you want to call them) last night after Louis' game, and I expressed that I'm dissatisfied with every method we've tried to use them. After we went back and forth a few times, I figured out that what actions points do in Eberron isn't what they claim to do, and I'm in favor of what they claim to do. The three methods we use right now:
(1) Louis' Hero Points -- If you have a hero point, you can reroll one roll. The basic effect is "saving my ass." You *could* use it to attempt something really crazy and heroic, but having two chances at a "very slim chance" isn't much better than one. So this system is defensive. That said, it's still my favorite of the three, primarily because I think the way it works in practice is exactly what Louis intends. If the three factors of Offense, Defense, and encouraging "heroic" Action total 10, this system is Offense 2 / Defense 8 / Action 0.
(2) Jeff's Action Points from Eberron -- This allows you to see the result of a d20 roll you make, and *theoretically* before you know your DC, you can add the result of a d6. This system simply doesn't do what it claims to do, which is to encourage the kind of "pulp hero" feel that Eberron is supposed to have. (Think Tarzan, Doc Savage, certain types of comic books, et cetera.) Instead this system is a combination of offensive and defensive (which is fine), but it absolutely encourages crunching the numbers. We number crunch at the table constantly -- "lemme see, we know he has an AC of 24, and I got a 22; I don't want to waste Power Attack, so I'll use an action point" -- and there's no real way to stop it. It's built into the system. It doesn't encourage "heroic action," it increases "competence." This system is Offense 4 / Defense 5 / Action 1.
(3) Mark's Action Points from Unearthed Arcana -- These work exactly like Eberron's action points, with lots of extras. You can do things like spend an action point to regain a barbarian rage, or to recall a spell you just cast, or to take an extra move action, and several other options. On the one hand, the extra options are cool, but on the other hand they add a significant amount of power to characters, and still have the same drawbacks as the Eberron action points they're based on. The offensive side of use got a significant boost. (Just for the record, Age of Worms is a brutal campaign, so I don't think the increased power is a bad thing in that context.) This system is Offense 6 / Defense 3 / Action 1.
In these terms, what I'd like for Eberron is Offense 3 / Defense 3 / Action 4. Maybe even Offense 2 / Defense 3 / Action 5. I also, as an ancillary effect, would love to minimize the number-crunching.
As a first idea, what if action points were d10s, but you had to declare them *before* seeing the result of the d20? You'd choose to use an action point and roll it with your d20 roll. (One immediate effect would be to end the currently necessary but *extremely* annoying "final answer?" pause that slows things down.) But more basically, I think it would have these effects:
On offense, if you really need to hit, using an action point is definitely the thing to do. At y'all's level, the average action point benefit would be about +7, since you're rolling two d10 and taking the higher. But there's much less number-crunching. Using an action point would become much more about "urgency" than about how close you are to hitting the (known) AC of the guy you're swinging at, because before you roll the d20 you don't *know* how close you are.
Same thing on defense: if you just can't stomach the thought of failing that save or blowing that grapple check, a +7 is *huge*, but it's not a guarantee ... and again there's much less arithmetical metagaming possible.
The biggest benefit, as I see it, would be that it should do more to encourage heroic action. A +7 -- possibly +10 -- to skill checks like Jump, Climb, Tumble, and so on would do a lot more to encourage the use of those and other skills. A side benefit of spending the action point would be that the skill in question would be considered trained. A limitation would be that there has to be some element of danger involved to use an action point: you could use it for a Knowledge roll to identify a monster that's about to eat your friends, but you couldn't use an action point to *research* that monster safely back in town. No using them on Take 10 or Take 20 checks. (Those of you with special uses for action points would keep those as normal.)
One combination drawback and benefit would be that the DM would have to provide more description of what's occurring in the game, which IMO is something all three of use are very stingy about. IMO, it *should* be, "You feel some tingling magical effect trying to pry its way into your mind; make a Will save" or "a pit opens at your feet and fetid air washes up over you from the yawning darkness; make a Reflex save." Instead all three of us DMs tend to call for the save and wait for the result before we describe what's happening. But if players are going to commit action points in advance of the roll, they deserve to have an inkling of what's at stake. The upside is that players will definitely prompt for that kind of info ... the downside is that it will slow the game a little. IMO the downside (taking the time to make a description) is actually sorta the point, so it doesn't bother me.
One other consideration would be "how many action points?" My gut feeling is that keeping the same number of action points is too strong. But I think that gut feeling might be wrong. After all, theoretically the increase from d6s to d10s is balanced by having to commit in advance, so if X number of d6s is balanced, X number of d10s should be balanced. But I'm just throwing it out there.
For most of you reading this, I just thought you might be interested and might have some thoughts to share, whether about how accurately I've described the various systems, about what your preferred goal of an action point system would be, about my thoughts for a change, or about whatever else. I'm especially interested in Louis' and Marks' opinions, as the other DMs. Finally, I'd like my Eberron players to let me know if they'd be willing to playtest a change like the one I described above, for maybe two or three sessions. If it doesn't have the effects I expect, or if we just don't like it, we go back to the current system.
Mark and I discussed action points (or hero points, or whatever you want to call them) last night after Louis' game, and I expressed that I'm dissatisfied with every method we've tried to use them. After we went back and forth a few times, I figured out that what actions points do in Eberron isn't what they claim to do, and I'm in favor of what they claim to do. The three methods we use right now:
(1) Louis' Hero Points -- If you have a hero point, you can reroll one roll. The basic effect is "saving my ass." You *could* use it to attempt something really crazy and heroic, but having two chances at a "very slim chance" isn't much better than one. So this system is defensive. That said, it's still my favorite of the three, primarily because I think the way it works in practice is exactly what Louis intends. If the three factors of Offense, Defense, and encouraging "heroic" Action total 10, this system is Offense 2 / Defense 8 / Action 0.
(2) Jeff's Action Points from Eberron -- This allows you to see the result of a d20 roll you make, and *theoretically* before you know your DC, you can add the result of a d6. This system simply doesn't do what it claims to do, which is to encourage the kind of "pulp hero" feel that Eberron is supposed to have. (Think Tarzan, Doc Savage, certain types of comic books, et cetera.) Instead this system is a combination of offensive and defensive (which is fine), but it absolutely encourages crunching the numbers. We number crunch at the table constantly -- "lemme see, we know he has an AC of 24, and I got a 22; I don't want to waste Power Attack, so I'll use an action point" -- and there's no real way to stop it. It's built into the system. It doesn't encourage "heroic action," it increases "competence." This system is Offense 4 / Defense 5 / Action 1.
(3) Mark's Action Points from Unearthed Arcana -- These work exactly like Eberron's action points, with lots of extras. You can do things like spend an action point to regain a barbarian rage, or to recall a spell you just cast, or to take an extra move action, and several other options. On the one hand, the extra options are cool, but on the other hand they add a significant amount of power to characters, and still have the same drawbacks as the Eberron action points they're based on. The offensive side of use got a significant boost. (Just for the record, Age of Worms is a brutal campaign, so I don't think the increased power is a bad thing in that context.) This system is Offense 6 / Defense 3 / Action 1.
In these terms, what I'd like for Eberron is Offense 3 / Defense 3 / Action 4. Maybe even Offense 2 / Defense 3 / Action 5. I also, as an ancillary effect, would love to minimize the number-crunching.
As a first idea, what if action points were d10s, but you had to declare them *before* seeing the result of the d20? You'd choose to use an action point and roll it with your d20 roll. (One immediate effect would be to end the currently necessary but *extremely* annoying "final answer?" pause that slows things down.) But more basically, I think it would have these effects:
On offense, if you really need to hit, using an action point is definitely the thing to do. At y'all's level, the average action point benefit would be about +7, since you're rolling two d10 and taking the higher. But there's much less number-crunching. Using an action point would become much more about "urgency" than about how close you are to hitting the (known) AC of the guy you're swinging at, because before you roll the d20 you don't *know* how close you are.
Same thing on defense: if you just can't stomach the thought of failing that save or blowing that grapple check, a +7 is *huge*, but it's not a guarantee ... and again there's much less arithmetical metagaming possible.
The biggest benefit, as I see it, would be that it should do more to encourage heroic action. A +7 -- possibly +10 -- to skill checks like Jump, Climb, Tumble, and so on would do a lot more to encourage the use of those and other skills. A side benefit of spending the action point would be that the skill in question would be considered trained. A limitation would be that there has to be some element of danger involved to use an action point: you could use it for a Knowledge roll to identify a monster that's about to eat your friends, but you couldn't use an action point to *research* that monster safely back in town. No using them on Take 10 or Take 20 checks. (Those of you with special uses for action points would keep those as normal.)
One combination drawback and benefit would be that the DM would have to provide more description of what's occurring in the game, which IMO is something all three of use are very stingy about. IMO, it *should* be, "You feel some tingling magical effect trying to pry its way into your mind; make a Will save" or "a pit opens at your feet and fetid air washes up over you from the yawning darkness; make a Reflex save." Instead all three of us DMs tend to call for the save and wait for the result before we describe what's happening. But if players are going to commit action points in advance of the roll, they deserve to have an inkling of what's at stake. The upside is that players will definitely prompt for that kind of info ... the downside is that it will slow the game a little. IMO the downside (taking the time to make a description) is actually sorta the point, so it doesn't bother me.
One other consideration would be "how many action points?" My gut feeling is that keeping the same number of action points is too strong. But I think that gut feeling might be wrong. After all, theoretically the increase from d6s to d10s is balanced by having to commit in advance, so if X number of d6s is balanced, X number of d10s should be balanced. But I'm just throwing it out there.
For most of you reading this, I just thought you might be interested and might have some thoughts to share, whether about how accurately I've described the various systems, about what your preferred goal of an action point system would be, about my thoughts for a change, or about whatever else. I'm especially interested in Louis' and Marks' opinions, as the other DMs. Finally, I'd like my Eberron players to let me know if they'd be willing to playtest a change like the one I described above, for maybe two or three sessions. If it doesn't have the effects I expect, or if we just don't like it, we go back to the current system.