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Community
General Tabletop Discussion
*TTRPGs General
A Discussion of Action Points ...
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4161556" data-attributes="member: 710"><p>That sounds really "Torgy" and "Earthdawny" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>The general dice was a d20. If you rolled a 10 or a 20, you rolled again and added the number. Furthermore, you could decide between passive and active defense - active defense meant you could roll a d20, otherwise you were effectively taking 10. But you always improved your result by 1+ (equivalent to ignoring results below 11)</p><p>Earthdawn let you roll a bunch of dice and add the result, and all dice rolled could explode.</p><p></p><p>Torg characters relied stronly on "possibilities" (in fact, being possibility related was the major difference between a Storm Knight and the common man.). They are a mix of hit points and action points - essentially, they combine what both basically represent - a measure of "narrative control"/"protection from nastiness" (I wasn't really hit - I actually tried this difficult thing a lot harder)</p><p>You could spend a possibility to add to a d20 roll. You could also spend a possiblity to reduce damage you took (basically the hit point feature). Attacks dealt "shock points" (too much of them, and you drop unconcious) and "wounds", as well as a "K" or a "O" (if you got a K and a O, you were - guess it - K.O.)</p><p>For each possibility spend, you could reduce a certain amount of shock points, wounds, Ks or Os taken. This allowed possibility rated characters to avoid even nasty hits with firearms (but sice you couldn't spend infinite amount of possibilities, there was still a limit on what you could take.) I really like this approach, and in contemplating about a homebrew system, I am seriously consider to use this again.</p><p></p><p>The 4E approach to action points seems to grant you extra actions (that was used in the DDXP playtest adventures). There apparently are also feats and later class abilities that are payed with action points, but I think there wasn't many good examples for it yet. (The only example I remember is an ability that allowed you to spend an action point to act in a surprise round, even if surprised). In a way, this can serve as a "do-over".</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4161556, member: 710"] That sounds really "Torgy" and "Earthdawny" ;) The general dice was a d20. If you rolled a 10 or a 20, you rolled again and added the number. Furthermore, you could decide between passive and active defense - active defense meant you could roll a d20, otherwise you were effectively taking 10. But you always improved your result by 1+ (equivalent to ignoring results below 11) Earthdawn let you roll a bunch of dice and add the result, and all dice rolled could explode. Torg characters relied stronly on "possibilities" (in fact, being possibility related was the major difference between a Storm Knight and the common man.). They are a mix of hit points and action points - essentially, they combine what both basically represent - a measure of "narrative control"/"protection from nastiness" (I wasn't really hit - I actually tried this difficult thing a lot harder) You could spend a possibility to add to a d20 roll. You could also spend a possiblity to reduce damage you took (basically the hit point feature). Attacks dealt "shock points" (too much of them, and you drop unconcious) and "wounds", as well as a "K" or a "O" (if you got a K and a O, you were - guess it - K.O.) For each possibility spend, you could reduce a certain amount of shock points, wounds, Ks or Os taken. This allowed possibility rated characters to avoid even nasty hits with firearms (but sice you couldn't spend infinite amount of possibilities, there was still a limit on what you could take.) I really like this approach, and in contemplating about a homebrew system, I am seriously consider to use this again. The 4E approach to action points seems to grant you extra actions (that was used in the DDXP playtest adventures). There apparently are also feats and later class abilities that are payed with action points, but I think there wasn't many good examples for it yet. (The only example I remember is an ability that allowed you to spend an action point to act in a surprise round, even if surprised). In a way, this can serve as a "do-over". [/QUOTE]
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