KarinsDad said: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.
I think action points are a great idea to add flavor to your game. I agree that if too many action points are aquired, they can be unbalancing. I think the key depends on what kind of game the DM is running (low fantasy or high fantasy). If you don't want the PC's abusing the action points then you can limit how many they get and how often they reset or add up. On the other hand, the DM could also give action points to the villains/ bad guys to even out the odds.
I personally think that they can be a interesting way for the PC's to actually create that Hero Persona (example: The fighter uses an action point to modify a save he would normally fail or a bad guy uses an action point to make an attack roll a critical hit).
Just a couple thoughts, take them for what you want.