Now I have a new game that started a few weeks ago and I am using a modified action point system. I just wanted to post a few of the ideas up on here and have people tell me what they thought and if they see anything that can help it or if there are any potential blow ups.
Action points per day are based on level and charisma: (level/2)+cha mod (round down, min 0).
These points refresh every day at the same time, much like clerical spells. You do not need a nights rest, but you do need to spend a few minutes in contemplation.
An action point may be turned in to do a number of different things:
1) After rolling a d20 for some sort of check (attack roll, skill check, etc), but before finding out if it succeeds or not, you may spend an action point to add a d6 to the roll. This may only be done once per roll. (at higher levels you get more dice to roll, but you only add the highest. At level 7 roll two dice and add whichever is higher, at level 15 roll three dice)
2) Spend two action points to activate a class feature an extra time (turn undead, rage, smite,wildshape, etc. Check with the dm ahead of time to find out if you can use this on any particular class feature you have in mind)
3) Anytime while bleeding (-1 to -9) you may spend an action point to automatically stabalize.
4) An artificer may spend an action point to place one of his infusions as a full round action rather than a minute.
There are several feats as well, from memory they are:
-Add 3 more action points per day to your total.
-Spend 2 action points to take an extra standard action this round. (may not be used during another action, only once per round)
-Roll d8's instead of d6's
So, any suggestions would be appreciated. Other feats I could offer the players, any potential blowups, that sort of thing.
I used charisma because it was considered generally a pretty dump worthy stat.. now I feel that every stat has a pretty big use to everyone (I enforce encumberance so even str is somewhat important to caster types). Even with that though there is still a guy with an 8 cha..lol
Action points per day are based on level and charisma: (level/2)+cha mod (round down, min 0).
These points refresh every day at the same time, much like clerical spells. You do not need a nights rest, but you do need to spend a few minutes in contemplation.
An action point may be turned in to do a number of different things:
1) After rolling a d20 for some sort of check (attack roll, skill check, etc), but before finding out if it succeeds or not, you may spend an action point to add a d6 to the roll. This may only be done once per roll. (at higher levels you get more dice to roll, but you only add the highest. At level 7 roll two dice and add whichever is higher, at level 15 roll three dice)
2) Spend two action points to activate a class feature an extra time (turn undead, rage, smite,wildshape, etc. Check with the dm ahead of time to find out if you can use this on any particular class feature you have in mind)
3) Anytime while bleeding (-1 to -9) you may spend an action point to automatically stabalize.
4) An artificer may spend an action point to place one of his infusions as a full round action rather than a minute.
There are several feats as well, from memory they are:
-Add 3 more action points per day to your total.
-Spend 2 action points to take an extra standard action this round. (may not be used during another action, only once per round)
-Roll d8's instead of d6's
So, any suggestions would be appreciated. Other feats I could offer the players, any potential blowups, that sort of thing.
I used charisma because it was considered generally a pretty dump worthy stat.. now I feel that every stat has a pretty big use to everyone (I enforce encumberance so even str is somewhat important to caster types). Even with that though there is still a guy with an 8 cha..lol