Wallygamer said:
We just started using an action/hero point system. It has been working out OK so far, but I'm looking for help from DMs who use any version of action/hero points in their campaigns:
(1) What do you allow the players to do with their points?
(2) How often do you award points, and for what?
(3) Has anyone had an action/hero point system go bad?
Thanks.
I stole this from Spycraft and have been using it in D&D. It's been a while since we played but all of my players dug it. Let me know if you have any suggestions for changes or additions.
ACTION DICE
Action dice represent the lucky breaks so commonly enjoyed by action movie heroes. The enemies’ bowstrings break, their shots miss, and the hero pulls off incredible feats by the skin of his teeth. Use your action dice sparingly—you don’t have much to start with.
Starting Action Dice
A 1st level character receives 3 action dice at the start of each game session, as shown on the table below. All action dice left at the end of a gaming session are lost.
LEVEL/ACTION DICE
Lvl 1-4 3pts (d4)
Lvl 5-10 4pts (d6)
Lvl 11-16 5pts (d8)
Lvl 16-20 6pts (d10)
Spending Your Action Dice
You may spend your action dice in the following ways. In addition, there are several special ways you can spend action dice when making skill checks or during combat.
1. Add To A Die Roll
You may add the total roll of an action die to any die roll you make, with a few exceptions—rolls for ability score increases of any kind, and rolls for hit points at each new level. All other rolls may be increased unless the ability, feat, or rule prompting the roll says otherwise.
You may declare to add the roll of one or more action dice to a roll at any time, even after the roll. However, you may not use action dice after the Game Master has described the outcome of an action or roll.
When spending an action die to increase a roll, you roll one of your action dice and add the result to your attack roll, damage roll, skill check, saving throw, etc. You may keep spending action dice to increase a die roll as long as you have action dice left to spend, up to the point where the Game Master describes the outcome.
When rolling an action die, if you roll the highest number possible on the die (such as a natural 6 on a d6), it “explodes”, meaning the you re-roll the die, adding the number that you roll to the previous total. So, if you roll a 6 on a d6, and then re-roll it, getting a 4, the total value of the Acton die is 10. An action die can keep exploding as long as you keep rolling its maximum value.
2. Add To Your Armor Class
Once per round as a free action, you may spend a single action die to increase your Armor Class by the total you roll. This luck bonus stays in effect until your next action.
3. Activate Threats
Rolling a natural 20 usually means that you’ve scored a threat. When you’ve rolled a threat, you may spend one action die to activate a critical success, gaining the benefits listed under the ability, feat, or skill. In combat, scoring a critical success with an attack roll results in the damage being increased by the critical modifier of the weapon being used.
4. Heal Yourself
When not engaged in combat you may spend any number of action dice to regain some hit points. For each action die you spend you roll an action die and regain that many hit points.
5. Ask For An Inspiration Check
When you’re stumped about what to do next (for example, you’re caught in the villain’s deathtrap with no apparent escape route), you can ask the Game Master for an inspiration check. If he agrees, you spend an action die and roll 1d20 adding your character level against a Difficulty Class set by the Game Master. With success, you are provided a hint about what to do (the more you beat the DC by, the better the hint.)
Gaining Action Dice
Your Game Master awards you one or more action dice when he feels that you have roleplayed your character exceptionally, exhibited leadership, or problem-solving ability, or otherwise entertained the group. These dice are added to your action dice pool and may be spent immediately.
In addition, whenever you are awarded an action die in this manner, you also receive 25 XP times your character level. Thus, a 5th level fighter, 4th level rogue receives 225 XP when awarded an action die by his Game Master. Be sure to spend all of your action dice, since they vanish at the end of each game session. Spending action dice does not affect the amount of experience you gain.
Action Dice Bonuses By Character Class
These are class abilities only gained by characters that begin their adventuring career in one of these classes. They are not gained by multiclassing.
Barbarian/Fighter: Accurate!
Whenever you spend an action die to add to an attack roll, or to a Strength or Constitution-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
Bard/Cleric/Paladin/Sorcerer: Adaptable!
Whenever you spend an action die to add to a Charisma or Wisdom-based skill check, two dice are added instead of one (e.g., a 1st-level character’s
bonus of 1d4 becomes 2d4).
Monk/Ranger/Rogue: Dexterous!
Whenever you spend an action die to add to a Dexterity-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
Wizard: Astute!
Whenever you spend an action die to add to an Intelligence-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).