Action Points: Extra d20s, not d6s

Jeph

Explorer
I was thinking, that Action Points are usually used to make sure that you don't mess up; not to do something that you normally can't. So, instead of roll extra d6s, the highest of which you add to your check, what if you just rolled extra d20s, and took the highest? So, for example, I'm level seven, so I roll +2 dice when I spend an AP. I roll 3, 17, 14. So, my check result is 17 + modifiers. Thoughts?
 

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Jeph said:

I was thinking, that Action Points are usually used to make sure that you don't mess up; not to do something that you normally can't. So, instead of roll extra d6s, the highest of which you add to your check, what if you just rolled extra d20s, and took the highest? So, for example, I'm level seven, so I roll +2 dice when I spend an AP. I roll 3, 17, 14. So, my check result is 17 + modifiers. Thoughts?
Personally, I'd rather rolll extra dice to add onto my existing roll, rather than trying to roll and see which is better, even if you use the same die type. You get more chance of succeeding your task by adding action dice of d6, rather than trying to get the natural 20 to score an outstanding success, like a critical hit.
 

Re: Re: Action Points: Extra d20s, not d6s

Ranger REG said:

Personally, I'd rather rolll extra dice to add onto my existing roll, rather than trying to roll and see which is better, even if you use the same die type. You get more chance of succeeding your task by adding action dice of d6, rather than trying to get the natural 20 to score an outstanding success, like a critical hit.

Damn, I wish I hadn't thrown out that spreadsheet . . .

Anyway. A while back, for the purposes of calculating die pools in a homebrew system, I made a spreadsheet that told the average roll of a roll-a-bunch-of-dice-take-highest pool. IIRC, with 1d20+xd6, it would be about the same as (x+1)d20. Additionally, you'd be less likely to get a crappy roll.
 

You could also offer it as an option. That way when someone rolls poorly they choose the reroll method and when one rolls fairly well they choose the +1d6 method.
 

Jeph said:
I was thinking, that Action Points are usually used to make sure that you don't mess up; not to do something that you normally can't.

I think APs are for both: to save you hide and to surpass yourself at times. And both will work well with an extra d6 (or several of those)
 

Re: Re: Re: Action Points: Extra d20s, not d6s

Jeph said:

Damn, I wish I hadn't thrown out that spreadsheet . . .

Anyway. A while back, for the purposes of calculating die pools in a homebrew system, I made a spreadsheet that told the average roll of a roll-a-bunch-of-dice-take-highest pool. IIRC, with 1d20+xd6, it would be about the same as (x+1)d20. Additionally, you'd be less likely to get a crappy roll.
Hmm. I just realized I did mine differently than the rulebook. Instead of choosing the best result of the extra dice, I add them all. For example, an 8th level character spends his action point and rolled 2d6 (e.g., 1 and 6). He then adds the total result of that AP roll (1 + 6 = 7) toward his d20 roll.

That's what you get for playing Star Wars d20. :cool:

At least I don't use Spyrcraft's open-ended action dice mechanics (a high number on a die roll allows you to re-roll and add that to the previoius high number). :p
 
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Action Points for D&D

When D&D 3.5 will be out, I will probably end my d20 modern game to make a D&D game.

I also intend to remove the resurrection spells (I will leave the raise dead). There are reasons why I want to do this, but I don't want to get into it now...

To balance the removal of Res. spells, I intend to implement the Action Points system from d20 Modern. My players in my d20 Modern game get such a hoot from that mechanic. They said:"Imagine having Action Points in D&D *drool*...".

By having action points, PC deaths will be less common, which is why Res. spells won't be so important IMC. I will leave Raise Dead for the very uncommon instance when a PC does die, and at a cost since he will loose a level...

Thoughts ?
 
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You might be interested to know that there's a feat in the new Modern Player's Handbook PDF by Stan! called "Lucky" that allows you the option of re-rolling a d20 rather than adding a 1d6 to your roll when you spend an action point. You can only use it a cetain number of times per day though. You're stuck with your second d20 roll, though, which could be worse.
 

jaerdaph said:
You might be interested to know that there's a feat in the new Modern Player's Handbook PDF by Stan! called "Lucky" that allows you the option of re-rolling a d20 rather than adding a 1d6 to your roll when you spend an action point. You can only use it a cetain number of times per day though. You're stuck with your second d20 roll, though, which could be worse.

It's also a special ability of the Scoundral in SWD20, and Wanderer in WoT d20, and feat in the Seafarer's Handbook. That's where I got the idea.
 


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