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General Tabletop Discussion
*Pathfinder & Starfinder
Action Point Limits?
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<blockquote data-quote="theNater" data-source="post: 4374126" data-attributes="member: 62560"><p>These powers say nothing to indicate that they counteract the rule of one action point per encounter.</p><p></p><p>Archer's Glory makes it so that the ranger can use an action point in nearly every encounter. Note that he cannot use Archer's Glory if the party is fighting a lone solo monster, and there's always the chance he'll need to use an action point early in the fight, before any foes have been defeated. He can use his normal action points for those situations, and his bonus ones in the other fights.</p><p></p><p>Superior Tactics, from the combat veteran paragon path, provides an action point to any nearby ally. Generally, the warlord should provide it to an ally who has not used an action point during that encounter, letting them save any action points they already have for later encounters.</p><p></p><p>Defy Death is a warlord power that does not interact with action points in any unusual way. I presume you were talking about Act of Desperation, which is a 22nd level fighter utility power. As a daily power, it essentially provides the fighter with one additional action point per day(assuming the conditions are met). This is quite beneficial if the adventuring day goes for more than one encounter.</p><p></p><p>The thing I worry most about with letting a character spend two action points in an encounter is what happens when they have another mechanic that interacts with action points. An eternal seeker could get four extra actions in a single combat, which is pretty significant in combats that seem geared to last about 10 rounds. A battle mage might be able to take four attacks with a +4 bonus to each attack in two rounds. These sorts of things could be seriously unbalancing.</p></blockquote><p></p>
[QUOTE="theNater, post: 4374126, member: 62560"] These powers say nothing to indicate that they counteract the rule of one action point per encounter. Archer's Glory makes it so that the ranger can use an action point in nearly every encounter. Note that he cannot use Archer's Glory if the party is fighting a lone solo monster, and there's always the chance he'll need to use an action point early in the fight, before any foes have been defeated. He can use his normal action points for those situations, and his bonus ones in the other fights. Superior Tactics, from the combat veteran paragon path, provides an action point to any nearby ally. Generally, the warlord should provide it to an ally who has not used an action point during that encounter, letting them save any action points they already have for later encounters. Defy Death is a warlord power that does not interact with action points in any unusual way. I presume you were talking about Act of Desperation, which is a 22nd level fighter utility power. As a daily power, it essentially provides the fighter with one additional action point per day(assuming the conditions are met). This is quite beneficial if the adventuring day goes for more than one encounter. The thing I worry most about with letting a character spend two action points in an encounter is what happens when they have another mechanic that interacts with action points. An eternal seeker could get four extra actions in a single combat, which is pretty significant in combats that seem geared to last about 10 rounds. A battle mage might be able to take four attacks with a +4 bonus to each attack in two rounds. These sorts of things could be seriously unbalancing. [/QUOTE]
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