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Action Points. (3.5)
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<blockquote data-quote="Celebrim" data-source="post: 5463583" data-attributes="member: 4937"><p>I don't use them as written, but I have a similar homebrew mechanic called 'destiny points'.</p><p></p><p>My main purpose in using them is to mitigate against bad luck. So the most common usage of destiny points is to allow rerolls of failed saving throws and the second most common usage is to transform a critical hit into a normal hit, and in turn destiny points are a very scarce resource compared to most action point mechanics. The idea is that people who overly rely on destiny points quickly run out, while the prudent and intelligent player should always be able to keep one in reserve.</p><p></p><p>I use them because I want to have a game with 1e feel which doesn't have high 1e body counts and disposable characters. I believe death due to bad luck should be very rare, but there should still be a real legitimate challenge and the ever present possibility of failure (especially when combined with bad decisions).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5463583, member: 4937"] I don't use them as written, but I have a similar homebrew mechanic called 'destiny points'. My main purpose in using them is to mitigate against bad luck. So the most common usage of destiny points is to allow rerolls of failed saving throws and the second most common usage is to transform a critical hit into a normal hit, and in turn destiny points are a very scarce resource compared to most action point mechanics. The idea is that people who overly rely on destiny points quickly run out, while the prudent and intelligent player should always be able to keep one in reserve. I use them because I want to have a game with 1e feel which doesn't have high 1e body counts and disposable characters. I believe death due to bad luck should be very rare, but there should still be a real legitimate challenge and the ever present possibility of failure (especially when combined with bad decisions). [/QUOTE]
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