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General Tabletop Discussion
*TTRPGs General
A Discussion of Action Points ...
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<blockquote data-quote="Victim" data-source="post: 4161625" data-attributes="member: 78"><p>One thing that you didn't consider is that the effects of AP on offense and defense can be quite uneven. A general rule seems to be that AP add to <strong>rolls</strong>. For physical attacks (and ray spells, etc), the attacker is the one rolling. AP can be quite useful offensively in this case. However, many spells and special abilities are based on saves; the defender is the one rolling.</p><p></p><p>So physical offense improves and special attack defense improves. But what are AP doing to improve a character's defense against conventional attack? Not a whole lot, apparently. Similarly, without a feat like Action Surge, AP aren't really helping spell casters attack. </p><p></p><p>How is +7 to a skill check equal to +7 to an attack or save? Your system still isn't changing much - it's still almost always going to be better not to have to make the Jump check so you still have your +7 for attacks or saves. </p><p></p><p>Action seems rather hard to pin down for a mechanical system, IMO. One idea might be making the power of the action point increase as the normal chance of success decreases. However, that seems like it'd get fairly complicated, and is still subject to number crunching (especially where penalties can be applied to one roll for bonuses later).</p></blockquote><p></p>
[QUOTE="Victim, post: 4161625, member: 78"] One thing that you didn't consider is that the effects of AP on offense and defense can be quite uneven. A general rule seems to be that AP add to [B]rolls[/B]. For physical attacks (and ray spells, etc), the attacker is the one rolling. AP can be quite useful offensively in this case. However, many spells and special abilities are based on saves; the defender is the one rolling. So physical offense improves and special attack defense improves. But what are AP doing to improve a character's defense against conventional attack? Not a whole lot, apparently. Similarly, without a feat like Action Surge, AP aren't really helping spell casters attack. How is +7 to a skill check equal to +7 to an attack or save? Your system still isn't changing much - it's still almost always going to be better not to have to make the Jump check so you still have your +7 for attacks or saves. Action seems rather hard to pin down for a mechanical system, IMO. One idea might be making the power of the action point increase as the normal chance of success decreases. However, that seems like it'd get fairly complicated, and is still subject to number crunching (especially where penalties can be applied to one roll for bonuses later). [/QUOTE]
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