A new action point idea

Stalker0

Legend
I just had this idea, thought it was great, and thought I would post it for people to tear down:)

We know there are action points in 4e, but we don't know how they work. Assuming they are limited somehow, here's a idea I had to tie them in with charisma:

"When you spend an action point, roll a charisma check (DC 15, +2 per previous action point used in the [day/encounter, however WOTC does this]" On a success, you gain the action point back."

Basically its the idea that high charisma characters have more inner power and "cinematic mojo" to use. It ensures that everyone gets to start with the same number of action points (in case they need them to safe their life in a pinch or something), but high charisma characters can use them more frequently.
 

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I like it. It's a lot better than action points per level. However, the implementation needs work. Rolling dice after the event is awkward. Just to show you what I mean I suggest this far out idea; When you need an action point you make a charisma check as an immediate action against a set DC. If you succeed you win your action point to use. This is dependent on immediate actions being in short supply, though, but it seems they will be.
 

That's... not a terrible idea. Here's how I'd change it.*

I like how that would work for characters that don't use charisma much. Like a fighter in 3e, who has no particular use for his Cha stat. This would be a fun way to add some value to a little used ability score. I don't like how that would work for characters who use charisma a lot. Sorcerers come to mind. A high level sorcerer can swing a +10 to their charisma stat. I think that's a problem. The reason is, the highly charismatic sorcerer is normal and doesn't bring with it any archetypical connotation of being especially lucky. But the charismatic fighter or rogue might. And I wouldn't want the sorcerer to be rolling at +10 while the fighter and rogue are rolling at +2, when they actually invested in an little used skill to get this ability, and the sorcerer got it bundled with all the rest of his powers.

So I might want to make this a rogue class skill, or a feat with prerequisites a sorcerer is unlikely to meet.

*isn't the internet fun?
 

The reason I posted this in a 4e forum, is because this idea would never work in 3.5, as it would be a tack on.

In 4e, action points are core, meaning the mechanics assume action points are used. If this system were used in 4e, that obviously makes charisma a more useful stat. That means charisma based classes already have a benefit there, and you take that into account when designing classes.

We also don't know how stats will scale in 4e. Its entirely possible there will be no straight magical bonuses to stats. If that's the case, the gap will be much lower than it is now, but will still be noticeable.
 

Rather than rolling, wouldn't it be easier to just base the number of action points a PC gets per day/session/level/whatever on the PC's Charisma bonus?
 

Gloombunny said:
Rather than rolling, wouldn't it be easier to just base the number of action points a PC gets per day/session/level/whatever on the PC's Charisma bonus?

Here are the problems with doing it that way.

Lets say everyone gets 1 action point per day equal to their charisma bonus. Well, since the worst charisma bonus you can have is a -4, then we will say that you get 0 at -4, so a 10 charisma (+0) gets 4 per day.

Maybe 4 is too many, making action points too prevalent. Okay what is 10 charisma gets 1 and any below that get 0? Well then there's no difference between an 8 and a 6 charisma.

The nice thing about rolling is it provides a tangible benefit without such a big increase. Let's say every character gets 1 action points per day. If I have an 18 charisma, that means I have a 50% chance of making that DC 15 roll, and a 40% chance of making any second roll.

Let me do some quick math:

1 action point per day: 50% chance I'll get another one, and then a 40% chance after that I can get one more, 30% after that, 20%, 10%, 0.. on onward. Note that this math is only a 1st order of complexity, but it should illustrate the point.

1 extra AP: 50%
2 AP: 30%
3 AP: 14%
4 AP: 4.8%
5 AP: 1.2%
Average AP per day: 2.772 (including the 1 you always get)

Now lets try a person with a 10 charisma, so only has a 30% chance for the 1st, 20% for second, 10% for 3rd, and 0 for 4th.

1 extra AP: 30%
2 AP: 5.4%
3 AP: .6%

Average AP per Day: 1.588 (including the standard 1)


So while the 18 charisma definately gets you more, its less than 1 AP per bonus. That makes the system more manageable. It also lets the 18 charisma guy every so often have the chance to get 4 or 5 AP in a day, though that's extremely rare. The lower charisma guy isn't truly shafted on AP (the gap isn't that wide), but he definately notices the difference is he's not put points into charisma.
 

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