Action point houserule

(level/2)+cha mod (round down, min 0).

With more thought on it, perhaps a formula such as (level/strength modifier) + charisma mod
 

log in or register to remove this ad

So the stronger you are the less lucky you are?

I dont like penalizing people for having 'high' ability scores.. just penalizing them a bunch for having low ones ;)
 

Scion said:
So the stronger you are the less lucky you are?

I dont like penalizing people for having 'high' ability scores.. just penalizing them a bunch for having low ones ;)
Nah, that makes no sense. I guess my tweak is that I want it to remain balanced with the game. Charisma comes out too overpowered. In a role playing intense campaing like mine my bard would have a field day. Even though charisma has always been tied with luck, asi t is with mine, I always wanted to figure out if it was a way to balance it back out. Now with your new formula it bugs me. There should be a way to do action points without making any of the other ability scores more powerful than they already are.

When you think about it dex can have as much to do with luck as charisma does. I"m going to download the roguish luck book from drivethru.com now and see if maybe there are some answers for me in there.

IN the mean time heres something to think about... instead of saying "charisma" waht if each base class was tied to a particular ability score for there luck. The fighter whom does not know his own strength, the bard whom has a knack for getting out of situations, the rogue whose quick reflexes surprises himself at times.
 

Scion said:
Given that it is only half level +cha mod per day means that even at level 20 with a 30 cha (major investment) it is still only 20 action points a day.. which I can easily handle, especially as a good portion of the time the extra few points wont matter (either too low or already succeeded anyway).
With Heroic Metamagic, that's 20 levels of spontanious spellcasting metamagic feats per day.

That's 20 extra d6 bonuses to hit. And with the right feat, to damage too.

There are extra feats and classes as well that can grant even more action points.

I haven't had a chance to use them in game yet, but given how fast people advance, it doesn't seem like you'd go more than a few sessions till they got a chance to get more. Now, I think that makes some of the AP feats less usefull, but it seems somewhat reasonable.

But, hey, if you're having fun, go for it.
 

DonTadow said:
Even though charisma has always been tied with luck, asi t is with mine, I always wanted to figure out if it was a way to balance it back out.

When you think about it dex can have as much to do with luck as charisma does.

Trimmed it down a little to make some comments, hope you dont mind ;)

Charisma is an odd stat, for most characters is doesnt do much. If you dont have spellcasting based on it or have a ton of skills that work off of it then it really is a great dump stat, it just effects very little.

Now, in my own games, the cha based skills are powerful but they are difficult to use. Mainly they require a lot of time and are opposed by several different things (profession can be used vs diplomacy or even bluff in the proper circumstances as an example, this is based enough off of raw for me to consider it effectively raw, although other interpretations could easily differ).

Because cha is generally considered such a dump stat, and because cha is based on how ones own mind effects the outside world, I figured it would be a good way to go ;)

I think that this moves cha up to the level of a stat like dexterity. Dex effects a great number of things, right down to something that can make or break a character at high levels: initiative.

In any event though, it was mainly a way to get charisma to work better along with tossing in an extra option. It may make bards too strong, but from what I have heard sorcs need lots of help anyway ;)

I'll keep an eye on bards though.. maybe it'd be ok to reduce their skill points slightly to make up for it.

Bront said:
With Heroic Metamagic, that's 20 levels of spontanious spellcasting metamagic feats per day.

That's 20 extra d6 bonuses to hit. And with the right feat, to damage too.

There are extra feats and classes as well that can grant even more action points.

I dont know what heroic metamagic is, so I guess that isnt a problem for me ;)

Extra damage too? what?

There are things that grant move actions this is true, but remember that a standard action + move action does not a full round action make!
 

Races of Eberron. Heroic metamagic lets you use AP to replace spell levels and instantly apply metamagic.

Also, some racial weapons allow you to use a few feats on multiple weapons, and allow an AP roll spent on attack to carry over to damage too.
 

Scion said:
There are things that grant move actions this is true, but remember that a standard action + move action does not a full round action make!
No, it doesn't. But if you take a full-round action, then burn two points for a standard action...

That said, I understand what you're going for. I'm playing around with action points, too, but I'm more likely to go with an amount per day equal to their Charisma modifier. Period. (My problem there is that some people would then get none. Still working on that.) But possibly allowing them to carry over from day-to-day, to a maximum of 1/2 their character level.
 

Bront said:
Races of Eberron. Heroic metamagic lets you use AP to replace spell levels and instantly apply metamagic.

Also, some racial weapons allow you to use a few feats on multiple weapons, and allow an AP roll spent on attack to carry over to damage too.

I'm afraid you cant use something that I dont even have in my game against my plan ;) although I likely wouldnt have much problem with the carrying over to damage guy, it does cost a feat to do it after all. I'd have to see what the prereqs are to know if it would be difficult enough to reach to be allowed. It sounds like it only works for certain races with certain weapons who have spent other feats to get there. 4th tier requirment feats do tend to be stronger than 1st tier.

Terraism said:
No, it doesn't. But if you take a full-round action, then burn two points for a standard action...

Then you are either able to perform something extra or finish up something that would've taken one round to do. At the cost of a feat and 2 action points.

Sortof like trading in a feat and some character abilities for a virtual pair of boots of haste.
 

Remove ads

Top