Action Points and games that use them.


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In Champions, a turn is broken up into 12 action phases. You can act on a number of phases equal to your speed score - Joe Average human has a speed of 2 and can go twice. A more powerful hero who bought a speed of 5 can act 5 times, etc.

Not quite what I'm looking for, but thank you for the Hero mention!
 

Yes d20 modern used them BEFORE 4th edition did

A player can spend 1 action point to do one of the following:

Alter a single d20 roll used to make a attack, a skill check, an ability check, a level check, or a saving throw.
Use a class talent or class feature during their turn for which the expenditure of 1 action point is required.
A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can't spend another one in the same round to improve a die roll, and vice versa.
I think that's a different kind of action point than the OP is looking for. OP is talking about action economy, while d20Modern/Eberron 3.5e uses action points in a fashion similar to how Savage Worlds uses bennies.
 

I think that's a different kind of action point than the OP is looking for. OP is talking about action economy, while d20Modern/Eberron 3.5e uses action points in a fashion similar to how Savage Worlds uses bennies.

You are correct, but I'll not dismiss anything out of hand (except Hero, because it doesn't really use Action Points but, instead, a "clock" mechanic).
 
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Not exactly the same concept but Feng Shui uses "shots" actions take a certain number of shots before you can act again. So if a action takes 3 shots and you do it on initiative 10, you can act again on 7, etc.
 


I think that's a different kind of action point than the OP is looking for. OP is talking about action economy, while d20Modern/Eberron 3.5e uses action points in a fashion similar to how Savage Worlds uses bennies.
then I misunderstood due to being "ohhh i know stuff about that" :LOL:
 

Action Points tend to be more common in computer tactical squad based RPGs, as an AP can be used to move one "space" be it on a grid or scaled movement, or several can be used for an attack, say 2 for single shot or 3 for automatic fire, etc.

Since most RPGs aren't that fussed with tactical movement it's not that common. Oddly the most popular RPG does often get fussed about tactical movement but hasn't decided to use the action point mechanic at anytime.
 

I think the companion RPG to the Star Fleet Battles game - Prime Directive - had a weird task > points method of handling its action economy. It's been a while since I've dug into it but I think I still have a copy somewhere. It was a game we never played because its task system is more complex than we ever wanted to deal with. It has some significant power to it when determining how long a task takes to complete, but I think it's hard to wrap casual player brains around it.
 


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