Action Points

Beale Knight

First Post
My group began using action points many many months ago and soon two wrinkles developed. The first was that we often forgot all about them. The second involved how they were acquired.

The rules are perfectly clear that a PC gets 5 AP at level 1, and then 5+half the new level every time he levels up. What's caused a question is whether or not the APs gained at a level up are added to the ones you haven't used, or if you lose the ones you didn't use and only have the ones gained at the level up.

I'm DMing a new campaing for the group and way in favor of just adding the AP gained at a level up to whatever ones haven't been used. Some others in the group don't care for this because it can lead to a HUGE amount of Action Points. I contend that having a Huge Amount of Action Points isn't a bad thing. Further, I read nothing in the RAW for Action Points that suggests unused points are discarded before new ones are gained at a level up.

Here's the relevant passage:

ACQUIRING ACTION POINTS
A beginning (1st level) character starts the game with 5 Action Points. A character above 1st level starts the game with a number of Action Points equal to 5 + ½ his current character’s level.
Every time a character advances, he gains a number of Action Points equal to 5 + ½ his new character level. Some prestige classes might allow a faster rate of accrual, at the DM’s option.

Opinions are appreciated, thanks.
 

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Beale Knight said:
My group began using action points many many months ago and soon two wrinkles developed. The first was that we often forgot all about them. The second involved how they were acquired.

The rules are perfectly clear that a PC gets 5 AP at level 1, and then 5+half the new level every time he levels up. What's caused a question is whether or not the APs gained at a level up are added to the ones you haven't used, or if you lose the ones you didn't use and only have the ones gained at the level up.

I'm DMing a new campaing for the group and way in favor of just adding the AP gained at a level up to whatever ones haven't been used. Some others in the group don't care for this because it can lead to a HUGE amount of Action Points. I contend that having a Huge Amount of Action Points isn't a bad thing. Further, I read nothing in the RAW for Action Points that suggests unused points are discarded before new ones are gained at a level up.

Here's the relevant passage:

ACQUIRING ACTION POINTS
A beginning (1st level) character starts the game with 5 Action Points. A character above 1st level starts the game with a number of Action Points equal to 5 + ½ his current character’s level.
Every time a character advances, he gains a number of Action Points equal to 5 + ½ his new character level. Some prestige classes might allow a faster rate of accrual, at the DM’s option.

Opinions are appreciated, thanks.


In d20 Modern, action points are clearly cumulative. In Eberron, they clearly reset every level. The Unearthed Arcana rules are ambiguous and could be taken to mean either way. Me, I have them reset, but other DMs prefer to have them roll over. I'm not sure it's going to break the game either way.

If your players are forgetting about action points, I'd suggest going with the reset option, since it creates a little more sense of urgency: use 'em or lose 'em.
 

I agree with Garnfellow. Also worth adding that the rules in d20 Modern weren't all that clear either, and a lot of GMs I know ran it with resetting APs instead of adding new ones to the leftovers until it was officially clarified.

Personally, I prefer the resetting points.

More than that, I prefer using Game Session Bennies instead. Basically like APs, but you get them refreshed every game session instead of every level. Otherwise, the system gets clumsy if you run a game where characters level up faster or slower than expected in the core rules. With the per-game-session system, I use a scale of 1 AP + 1/3 of character level per game session.
 

I'd reset them, especially if your characters are forgetting them. You don't want your characters forgetting them for 5 levels and then blowing 40 action points apiece in one combat.
 

As yet another option, I use them and have them reset after a week of rest. I do this mainly for game-world reasons (PCs end up wanting a home or someplace else to "rest" which I find helps the players feel a part of the world.) Also, people do need to get their wind back after almost dieing and saving the world etc. So I think it makes sense.

Mark
 

I actually have mine refresh daily in the game I run.

I truely hate the 'every level', and the 'every session' has an awkward feeling to it as well.. some sessions run the course of a year or more, others only a few hours.

For the rate I give them 1/2 level +cha mod (round down). This makes charisma a little more attractive and it makes the players feel more heroic in that sometimes they have a chance to pull of miraculous things. (at level 20 with a cha of 30 this means 20 action points in a day, which, for that investment and power level, still isnt a huge amount)

So far it has worked out very well. They arent so numerous to cause any big problems but they are a nice little boost at times (and really, since they dont know if they have succeeded or not before they add the points in generally sometimes they are wasted. if we were doing the per level thing and half of the action points wound up doing nothing I wouldnt even want to have them as part of the game).
 

The every session he meant was each time they meet, not each adventure...I think...
Daily refreshes could be quite powerful. Be a sorcerer, get Action Surge, and have over 20 extra standard actions per day? Sign me up!
 

At level 20 with a 70 cha? Your games are a bit too high powered for me ;)

But, as for action surge, people have said before that the sorc needs a little help.. so making cha his primary stat and having it grant extra action points seemed perfect!
 

Thanks for the replies one and all. Lots of great arguments in favor of resetting them each level, I'm thinking that's probably what I'll be doing. Thanks again.
 

Actually, I decided to get rid of them completely the next time I DM.

They feel a lot like cheating to me. You need to make the roll this time and are close, no problem. You can influence the dice.

I'd rather have in-game ways to increase your odds of success. For example:

Fred: "Barney, use the Wand of Fireballs."
Barney: "But it only has a few charges left."
Fred: "We are dying here, USE THE WAND!"

Much better than game mechanics ways to influence the outcome of the game.
 

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