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Action Points 3.5 vs 4.0
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<blockquote data-quote="hvg3akaek" data-source="post: 4526938" data-attributes="member: 71190"><p>I have started changing my 3.5E Action points with the 4E rules. AP's in my 3.5 game are still greatly more useful than in 4E, but some things I am wondering about carrying across.</p><p></p><p>In 3.5, I hand out APs per night (as in, game) instead of per level or per (in character) day.</p><p></p><p>This means that no tracking is needed from one game to the next, and people are encouraged to use them, before they are wasted when everyone packs up. </p><p></p><p></p><p>For 4e, I am thinking of using the rule that instead of getting an AP and a magic item use every two encounters, you get one every encounter, and can choose. It works out the same in the end, but adds a bit more flexibility for the players. Possibly, I will also allow an extra surge to be chosen instead (so, after each encounter, players either get an AP, or recharge a magic item daily, or healing surge). Again, giving the player the options, so if they had particularly bad rolls, they can recover more appropriately.</p></blockquote><p></p>
[QUOTE="hvg3akaek, post: 4526938, member: 71190"] I have started changing my 3.5E Action points with the 4E rules. AP's in my 3.5 game are still greatly more useful than in 4E, but some things I am wondering about carrying across. In 3.5, I hand out APs per night (as in, game) instead of per level or per (in character) day. This means that no tracking is needed from one game to the next, and people are encouraged to use them, before they are wasted when everyone packs up. For 4e, I am thinking of using the rule that instead of getting an AP and a magic item use every two encounters, you get one every encounter, and can choose. It works out the same in the end, but adds a bit more flexibility for the players. Possibly, I will also allow an extra surge to be chosen instead (so, after each encounter, players either get an AP, or recharge a magic item daily, or healing surge). Again, giving the player the options, so if they had particularly bad rolls, they can recover more appropriately. [/QUOTE]
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