Action Points - A Swashbucklery Variant

Psion

Adventurer
Okay, I dig the UA variant on action points, in particular the bit about emulating feats. To accomodate a swashbucklery feel, I am making sure there is a copy of Feats and Masters of Arms at the table so players can try cool things.

However, though I don't necessarily want to go the spycraft route and want to give the characters a change to hoard a few points, I want them to generally use them.

What I am thinking of doing is taking the 5 + 1/2 level action points and splitting them up.

The 5 points you still get every level as a "reserve."

The 1/2 level points are freebies you get every SESSION, but you use them or lose them. So as I am running a level 5 game right now, all players will have 5 points until they gain a level (then they'll get 5 more that they can spend and bank), plus they get two at every session that they can use but not bank.

Any thoughts on the possible implications of this? Other ways to do it?
 

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I'm considering giving temporary action points each session myself. I think 2 might just be a good fixed number to give out, rather than awarding half their level. At level 20, those PCs will be able to do Some Good[tm] with 10 free action points each...
 

Hmm. Good point. Especially considering I am all for "brisk advancement" in this game.

Perhaps I'll calculate the base award as normal, and require that PCs put 1/3 (drop fractions) or 1/4 (round nearest) in a "revolving account" so to speak.
 

I'm eager to hear how this works out for you Psion... I'm launching my first "action point" game soon, and also want to make sure that they get used and not hoarded...

I think you may be onto something with the "per session" AP's, as once they get to useing them, they may be more likely to keep on using them.

-Rugger
 

If anyone cares, here's how I ended up splitting it out:

Calculate Action Points as normal

Then add one to the number of dice you are normally allowed to roll at a level. Deduct this from the normal action points you are allotted for a level (thus 2-4 ap's, deending on level), but allow that many "use or lose" points per session.
 

We use the entire pool as per-session points. This hasn't really been a problem for us, and few people use their entire pool in one session, so it seems to be about the right balance for our group.
 

Hey Psion!

This isn't exactly what you're doing, but I thought you might be interested it it because it's somewhat similar. The campaign I'm running uses Action Points, but I wanted both a reserve to keep and a smaller number they would want to use. Here's what I came up with:

There are six kinds of Action Points, Luck, Conscience, Destiny, Drive, Faith and Passion. Characters gain Action Points as normal, which go into the Luck category by default. They may choose to place one Action Point per level into one of the other categories. As an example, a 1st level character has 5 Action Points. Four of these must go into Luck, but they may spend one of those points on a different type of Action Point.

Luck points are just like regular APs: use them whenever you want, one use and they're gone. The other types can only be used in certain circumstances, but they regenerate each session. Here's what the different types do:

Luck
These are plain old APs. Spend 'em and they're gone. You can spend these on any action in any way you like.

Conscience
Conscience points are a reward to characters who do the right thing. Spend a conscience point when you're actively doing the right thing, or acting for the good. I run a game where the world might seem to be very morally gray at times. Conscience points are one of my ways to say that things might seem tougher for good characters, but there's also something out there that's got your back.

Destiny <specify>
You have a destiny to do something, which you must specify. The more points you spend on destiny, the stronger the connection will be. This might not be something you are consciously aware of or something you even want, but if you live long enough you will get the opportunity to live it out. You may spend destiny points to advance your destiny. These points don't exist to keep you alive in all situations, however: if your destiny is to become archmage of all the broken kingdoms, destiny won't help you get away from a random encounter with brigands. You may either specify your destiny (with GM approval) or leave it for the GM to determine for you.

Drive <specify>
You want to accomplish something very much: you'll kill or die for it, in fact. You may spend Drive points in a situation where your goal comes into play. Example: you have a drive to be the greatest swordsman in all of the broken kingdoms. Any time where your swordsman skill is called into question lets you spend points of Drive. This is different from destiny in that there is no special campaign element that says you will accomplish what you want or even that you'll get the shot at the title, but you may also call upon Drive much more often.

Faith <specify>
Your faith can move mountains. Specify a faith. Whenever you are involved in a struggle of the faith, have your faith challenged, or fight with enemies of the faith you may spend Faith Action Points.

Passion <specify>
Finally, there is a person for which you have love, loyalty or hate to such an extent that you can move heaven and earth to help or hinder them. Spend Passion when your friend/lover is in jeopardy or to hinder your enemy.

These are just the basics of the system...let me know if you're interested in hearning more!

--Steve
 

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