D&D 5E 5Eing Action Points, Drama Points, Fate Point, Hero Points, Etc.

SensoryThought

First Post
I like APs or stunt points or those mechanics that allow for spectacular success when the PLAYER deems it important. It is great for heroic style games, but i admit it is probably less suited for gritty games.

I find xp rewards for roleplaying don't work well in D&D - as a DM I feel compelled to normalize xp as if a pc gets one or two levels higher than the others it kicks game balance in the teeth. Giving out AP rewards as an immediate attaboy allows me a valuable positive feedback mechanism with my players.
 

log in or register to remove this ad

delericho

Legend
I'm not a fan of Fate Point type mechanics in general, and really don't like the Action Point implementation in 3e Eberron. A combination of wanting to let the dice lie where they fall, thinking that PCs already have enough cool stuff to do without some nebulous "do something cool" game-breaker, and (perhaps ironically) not thinking PCs should have to have a point to spend in order to do something cool in the first place!

However, I really like the implementation of Action Points in 4e. The only refinement I'd make would be to give out an Action Point at the start of every encounter, and adopt a "use it or lose it" policy - no banking them for the BBEG!
 


Consonant Dude

First Post
So what are folks various feelings and experiences with systems that include Action Points, Drama Points, Fate Points, Hero Points, etc. as part of the system, either core or optional, and how would you like to see them handled in 5E?

I think they are an amazing option for DnD because they can balance out random chargen.

A system where your X points are calculated based on your ability scores is perfect. The higher your ability scores, the less X points you get.

Random chargen is fun but getting screwed by luck isn't. This makes every PC relevant.
 

harlokin

First Post
However, I really like the implementation of Action Points in 4e. The only refinement I'd make would be to give out an Action Point at the start of every encounter, and adopt a "use it or lose it" policy - no banking them for the BBEG!

I agree, but I would prefer that there was no automatic recovery, instead that it becomes a DM reward for good role-playing, perhaps linked to character motivation (like Willpower recovery in Vampire).
 


I've seen action points in D&D to be something that is used to get around the strict rules to do something extra cool.

With D&D Next being about the "theater of the imagination" and the interplay between the GM and player, you don't need action points. Just describe the cool thing you want to do. GM gives you advantage or something. :D
 

Rhenny

Adventurer
delericho,

That's how I run my campaign now. The PCs have 1 AP per encounter...use or lose, so do some monsters. My players love it, and I think it speeds up combat a tiny bit.

I'd be happy to house rule this option or have it as an option for 5e. I don't think they need to include it in the core.
 
Last edited:

KarinsDad

Adventurer
I'm all for action points, fate points, karma points, drama points, hero points, whatever.

As long as they are not in the core rules and are in one of those funny little optional side modules that Monty keeps talking about, it's all good. :cool:
 

El Mahdi

Muad'Dib of the Anauroch
I absolutely love Action Points.

I made the argument that Healing Surges should be part of core because they can be easily ignored if one doesn't want them. I think Action Points would be even easier to ignore. But I may be changing my mind on whether they should be core or not...I'm getting more torn between the choices. The only thing I'm sure of, I don't envy the designers of D&D Next the job they have in some of the choices they'll need to make.

But, even if not core, I think they definitely deserve a place as an add-on module. I've made them a core part of my houseruled 3E game.:)
 

Voidrunner's Codex

Remove ads

Top