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<blockquote data-quote="CubicsRube" data-source="post: 8142213" data-attributes="member: 6848185"><p>I've long wanted to write or houserule an action point system to give just that dark souls like experience. Then baulked at the effort and play testing it would require.</p><p></p><p>A simple method would indeed be giving 3 action points at the start of your turn, and you can use all 3 or leave some in reserve for reactions later.</p><p></p><p>I would leave an ordinary defense (block) for 0 action points that may just be an armor roll for example. A dodge for 1 AP would be perhaps a dex save equivalent in 5e or the like. If the dodge was failed then they can make an armor roll. This makes the 1 AP spend quite useful as it gives two chances to ddfend.</p><p></p><p>If the above worked like i imagine it might, it might give players the choice to go all out and attack 3 times, or try and be more defensive. Heavily armored and slow players may be less likely to dodge than nimble players. And perhaps even certain options could bs made available for certain weapons (cleaving attack with a greatsword for 2 AP for example, or perhaps a riposte reaction with a rapier fkr 1 ap) to grant limited extra choices.</p><p></p><p>I think there's a lot of potential in that design space, but I've found over the years that there is really a lot of testing involved because there are always unintentional consequences to any design choice made.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 8142213, member: 6848185"] I've long wanted to write or houserule an action point system to give just that dark souls like experience. Then baulked at the effort and play testing it would require. A simple method would indeed be giving 3 action points at the start of your turn, and you can use all 3 or leave some in reserve for reactions later. I would leave an ordinary defense (block) for 0 action points that may just be an armor roll for example. A dodge for 1 AP would be perhaps a dex save equivalent in 5e or the like. If the dodge was failed then they can make an armor roll. This makes the 1 AP spend quite useful as it gives two chances to ddfend. If the above worked like i imagine it might, it might give players the choice to go all out and attack 3 times, or try and be more defensive. Heavily armored and slow players may be less likely to dodge than nimble players. And perhaps even certain options could bs made available for certain weapons (cleaving attack with a greatsword for 2 AP for example, or perhaps a riposte reaction with a rapier fkr 1 ap) to grant limited extra choices. I think there's a lot of potential in that design space, but I've found over the years that there is really a lot of testing involved because there are always unintentional consequences to any design choice made. [/QUOTE]
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