Action Points

PennStud77 said:
As for their difference from other gaming systems, it's good to know that if I START development of something and then, while still in development, take somebody else's idea and pawn it off as my own, I will have people like Ranger REG who will back me up simply because I started first...... REG, read your (very nicely done, btw) descriptions again. With the exception of a couple of very MINOR details (such as whether they roll over to the next session or how many rolls they effect) all three mechanics are almost identical.
All of the mechanics are fundamentally identical, but none can be claimed as original.

I can argue that FASA's MechWarrior: The BattleTech Roleplaying Game Second Edition have a mechanics called Edge which can "fudge" your die roll in your favor.

I can also argue that LUG's Star Trek Roleplaying Game have a mechanics called Courage Points which can also "fudge" your die roll in your favor.

If anything, if you look at timeline and take into account the development of products, Wizards is the first with Star Wars "force points." It was then folllowed by AEG (who asked permission to use the VP/WP health system from their supposedly chummy buddy, Wizards) to launch their Spycraft game (March 2002?), right about the time Wizards is in the late stage of development for their d20 Modern Core Rulebook (final product released November 2002).

But then, who care who started what first and who should claim credit? At least two of the three mechanics can be used by other third-party publishers. ;)
 

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I took a look at this after looking at the Eberron PrC thread -- first time I'd taken a hard look at the d20M mechanic.

I'm not sure I like the x/level mechanic, in general -- too hard to keep up with over multiple game sessions. I used a 1/level hero point mechanic for my last campaign, which was fine, but still one more thing to keep track of -- I almost changed it to 1 per session for simplicity, but felt that was too generous. (My hero points affected die rolls, but wasn't tied into the feat/skill system).
 

Well, if you use rapid levelling (similar to computer game's method) during game sessions of one adventure, that can be a problem.

Which is why I allow PCs to level up in between adventures (aka the downtime period), not between game sessions.

What you could do is, at the start of the new adventure, give them chips (or whatever you can use) in the same amount of action points each PC have. That way, there is the act of "spending" it. If the game session had to be stopped midway the adventure, count their chips and write it down on your paper. That way, you can allocate the remaining "action point" chips in the next game session when you continue the adventure.
 
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jmucchiello said:
Yes, Identical to fate points in Marvel Superheroes released in the late 80s.

In Marvel they were "Karma Points", not fate points. And not exactly identical, because the Marvel karma point also did double duty as the points you spent on character advancement.

In general the "resource you can spend to gain bonuses" is as old as the hills, but the variations aren't to be glossed over, either.
 

Umbran said:
In Marvel they were "Karma Points", not fate points. And not exactly identical, because the Marvel karma point also did double duty as the points you spent on character advancement.

Yup and you could lose them also if the Juggernaut, or who ever, got lose and starting doing rampant damage to the city.
 

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