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What are good Action Point Alternatives/Enhancements?


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I am working on an alternative action point system, and would like to hear additional thoughts on this topic.

Here is the outline for the concept:

Goal: Use Action Point Mechanic to promote role playing and creative actions and events.

Means: I am looking at various proposals out there for Action Point variants. In general, I would like to use work something out for these elements:

1) Players can use action points to accomplish creative (but plausible) things they normally could not accomplish, in addition to the normal use of action points;

2) The DM has access to some action points as well (perhaps using a shared pool with the players);

3) Action points can be rewarded for particularly good role playing events;

4) Players might be able to share action points (still under consideration).

One quote I saw that I liked (from Rel) was:

"A PC may spend an Action Point and a Healing Surge to "do something cool that fits the character concept and/or situation but goes outside the rules of the game". An Action Point spent this way does not preclude a PC from spending another Action Point in the same encounter using the standard rules."

I know Morrus at one time posted about this topic, and I suspect Piratecat also uses an action point system somewhat similar to the Mutants and Masterminds Hero Point system he used at GenCon, but I am not certain that is the case. Would love to hear from both Morrus and PC on this topic as well.
 
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If someone is performing a stunt (a non-power attack using the environment), I'd definitely allow them to increase the damage by spending an action point. That's the sort of cool improvisation I like to see.

It bothers me a little that you can't reroll with action points; I can see allowing a best of 1d6/2d6/3d6 (determined by tier) bonus to the attack roll instead of the extra standard action.
 

If someone is performing a stunt (a non-power attack using the environment), I'd definitely allow them to increase the damage by spending an action point. That's the sort of cool improvisation I like to see.

It bothers me a little that you can't reroll with action points; I can see allowing a best of 1d6/2d6/3d6 (determined by tier) bonus to the attack roll instead of the extra standard action.

Do you use a "Stunt" card for your players to remind them about Stunts?

Do you allow action points to be used to pull off a more difficult stunt than their character could normally do under the circumstances, or to change the environment/story in some way that allows a stunt to happen?
 

Do you use a "Stunt" card for your players to remind them about Stunts?
Technically it's a card that says "Do something cool!"

Do you allow action points to be used to pull off a more difficult stunt than their character could normally do under the circumstances, or to change the environment/story in some way that allows a stunt to happen?
I haven't, but I would. That definitely sounds reasonable, so long as it isn't paradoxical with already established fact. Note that I don't technically have any action point house rules; I'd just allow this on an ad hoc basis.
 

The problem with all alternate action point rules is that the game already has alternate uses and add-on effects for action points - like Action Surge and all the paragon path abilities that key of action points. Any alternate action point rules have to handle these cases.
 

I am working on an alternative action point system, and would like to hear additional thoughts on this topic.

Here is the outline for the concept:

Goal: Use Action Point Mechanic to promote role playing and creative actions and events.

Means: I am looking at various proposals out there for Action Point variants. In general, I would like to use work something out for these elements:

1) Players can use action points to accomplish creative (but plausible) things they normally could not accomplish, in addition to the normal use of action points;

2) The DM has access to some action points as well (perhaps using a shared pool with the players);

3) Action points can be rewarded for particularly good role playing events;

4) Players might be able to share action points (still under consideration).

Here's a shot.

ACTION POINTS

In addition to its normal use, a player may spend an Action Point to when he wants his character to take an action that is not covered by his powers.
  1. The player describes the action of his character. After the description, he holds up an AP token and states his intent to use an Action Point.
  2. The DM uses his judgement to determine how to resolve the action. Use the following guidelines to make a ruling:
    • If the action is covered by a power the character has access to, the character may use that power as normal and does not need to spend an AP. The action is resolved normally. (Example: Grabbing someone by the neck and throwing them back can be covered by Bull Rush.)
    • If the action is not covered by a power the character has access to, the DM must ask himself this question: is the action the character takes plausible given the character, genre, situation, and setting? If so, proceed to step 3.
    • If the action is not covered by a power the character has access to and the DM does not consider the action plausible, the character has no chance to succeed in his action. The player may abort the action or continue through with it; either way, the character retains the AP.
  3. The DM determines how to resolve the action based on the player's description of the action. Once he has settled on a resolution method, he announces it to the player. At this time the player may abort his action and retain the AP, taking another action of his choosing. If the player continues on with the action, go to step 4.
    • The DM determines the type of action (Standard, Move, Minor).
    • The DM determines if the action requires a roll.
    • If a roll is required, the DM determines the modifier used and the DC.
    • The DM determines what the outcome of the action will be, including damage and conditional effects.
  4. The player rolls the dice, if necessary, and the character performs the action.
  5. The DM determines the outcome of the action based on the dice roll.

Blah blah blah. You could get a lot more detailed with how to determine how to resolve actions. For example, determining type:
Pick the first action type from the list that applies:
Does the action deal damage or impose a condition on a foe? Standard.
Does the action heal a character? Standard.
Does the action grant a bonus or save to another character? Move.
etc.

You could do the same thing with modifiers, damage, conditions, whatever.

LOANED ACTION POINTS

When a player wants to use an AP but his character has none left, he may "loan" one from the DM. The DM can accept or refuse the request. If the DM accepts the request, the PC gains an AP that must be spent immediately. In addition, the DM gains an AP that any NPC may use. The DM may save these APs between encounters.

REWARDING ACTION POINTS

Action Points are rewarded when any one of the following conditions are met:

Blah blah blah. This is very important. You want to make it clear enough so that there's no confusion as to what rewards an AP. You want to make it reinforce the objective of the game, why you guys are playing in the first place. It'll be different for different goals of play.
  • When a player, describing the action of his character, uses the specific details of the game world to gain a significant advantage over an enemy (e.g. when the DM describes a foe "on the ground, spread-eagled", the PC steps on the foe's sword)
  • When the DM rules that any or all elements of a player's power does not apply in a specific situation (e.g. tripping an ooze), yet the player still uses that power
  • When a character takes advantage of a terrain feature in an unexpected and unusual way

---
  • When a character spends a scene 1) debating intellectual or philosophical matters with a NPC, 2) drinking, carousing, or other physical pursuits with an NPC, 3) engaging with an NPC in a formal social outing
  • When a character spends a scene listening to the problems of an NPC and openly promises to solve them
  • When a character turns his back on an NPC in dire need

---
  • When a player, speaking in character, says something that could have been ripped from the pages of The Dying Earth ("The Law of Equivalences has been disturbed; and I must contrive a reciprocity.")
  • When a character comes up and follows through on a harebrained scheme to make money
  • When a player, speaking in character, speaks disingenuously to an NPC

Some ideas.
 

I use a special custom set of Action Point cards that I made. There are 60 of them in the deck. 40 are just regular action points, but the other 20 have a special bonus effect on them that the player also gains when they use that action point, in addition to whatever else it might grant them normally. I draw them randomly whenever each player gains an action point.

Here's the file if you want to take a look at it.

(I also use a custom Fate Points system alongside this, and have my own rules for XP gain and milestones, so all of that works together to provide reward mechanisms for the players for roleplaying and being creative.)
 

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As I give 4e another look, I think that , if I run 4e, I am going to just steal the Hero Point system from Mutants and Masterminds 2e.
 

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