Action Points...how does Eberron differ from Unearthed Arcana

I'm thinking about picking up Eberron here. One of the rule features I really like is the idea of Action Points, first in D20 modern, and then UA.

I'm told that the Eberron campaign setting does some cool stuff with Action Points, and this might be the rules 'crunch' tipping point for picking up the setting. Could someone summarize the difference between Eberron AP's and the standard system in UA...and whether there are any classes or feats that focus on using Action Points within?
 

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Eberron doesn't have the "improve feat" option. It has some feats and prestige classes that let you use APs better, though. The extreme explorer especially; the other classes mostly just increase your AP total per level.
 

Thanks for the reply...

Could the two systems be merged?...do the Eberron feats assume that AP's can't modify other feats, for instance...

For that matter...approximately how many Action feats are thre in Eberron...and what kind of things do they do?
 

Well, there are quite a few. But first, how they are used:

1. Spend one to add 1d6 to any d20 roll. (At higher levels, you get to roll multiple d6s and take the best one.)
2. Spend one to automatically stabilize.
3. Spend two to gain one more use of an X / day class ability.

There are a couple others ...

Now, the feats:

There's one to gain more Action Points - 3, I think. One to change the d6s to d8s, one to let you spontaneously convert a memorized spell into another, one that gives bonus action points when raging (my wife likes this one!), one to gain extra standard or move actions ...
 

One of the main differences is that in Eberron, unspent Action Points are lost when going up a level (you get a fresh pool of APs).

In the UA system, unspent APs carry over to the next level.

In UA you can spend APs to simulate a feat you don't have (I like this one a lot).
 

Action points are a bit more powerful in UA than in Eberron; you can use them to get a feat you don't have for a round or to improve a feat you have already and additional uses of limited abilities cost only 1 AP, for example.

If you use the UA rules, one or two Eberron feats become redundant, but otherwise no change is necessary; however, I suggest to keep the 'APs reset instead of accrue' rule.
 

Also, in UA, you can only spend one action point per round.
In Eberron, you can only spend action points once per round.

Subtle, but important, nuance, since the "extra use of race/class ability" stunt costs 2 points instead of one.

Quoting from a previous discussion:

UA:

You get 5 + level/2 action points when you attain a new level.

NPCs rarely have action points but important ones might get level/2 action points (total).

You can only spend 1 action point per round.

You can spend 1 action point to...
  • Add to a d20 roll (1d6; 2d6 drop lowest at level 8; 3d6 drop lowest two at level 15). Doesn't work with taking 10/20. Can be after you roll but must be before the DM tells you the result of the roll.
  • Get another use of a class ability with X uses per day.
  • Gain double benefits for fighting defensively.
  • Gain the benefit of a feat you don't have for 1 round. (You must meet the prereqs for the feat.)
  • Gain 1 extra attack at highest attack bonus when making a full attack.
  • Increase caster level for a spell by 2.
  • Recall a spell you just cast.
  • Stabilize if you're dying.
  • Improve a feat. This generally doubles the effect of the feat.



Eberron:

Number of action points as above. They explicitly don't stack with ones remaining from your previous level. The Heroic Spirit feat gives you four more points (IIRC).

NPCs don't have action points. (Except those who have the Heroic Spirit feat.)

Both PCs and NPCs can take a feat that gives them more action points.

You can only spend action points once per round.

You can spend 1 action point to...
  • Add to a d20 roll. (As above.)
  • For 2 action points, get another use of a class ability with X uses per day.
  • An artificer can spend 1 action point to imbue an infusion (kinda like spellcasting) in 1 round even if it has a longer casting time.
  • Stabilize if you're dying. (As above.)
 


I don't know-- I allow a handful of other uses for Action Points, as Unearthed Arcana, except I won't allow usage of a feat you don't have, or general feat enhancements.

I think 2 action points is too much for another use of a daily ability.
 

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