Campbell said:
This is what action points are for.
For most of those, I listed, I think requiring an action points is a horrible implementation. Then again, I prefer how maneuvers work in BOIM.
1. Negative conditions are built into the maneuvers. Bad positioning or exceptional accuracy is a to hit penalty or the opponent reflex save to avoid some extra effect. Putting one's self out of position or dropping one's guard is an ac penalty and/or opponent getting an AoO. This means, I need to consider when the character uses the maneuver and how often.
a. If I want my character to throw caution to the wind (e.g, either he is reckless or the situation is dire and the opponent needs to be dropped quickly), I can try a risky maneuver for a big payoff, I can do that repeatedly, but realize that that it is more likely to bite my characer in the backside via various possible penalties from attack penalties, ac penalties, or opportunity attacks.
b. I can take advantage of negative conditions on my chacter's opponent. If they are dazed, stunned, flat-footed, those are good moments to take advantage of their penalties.
c. I can have my opponent try to create openings to better utilize a maneuver by bluff/feint.
2. If an opponent uses a risky maneuver, my character can take advantage via penalties built into their maneuver .
3. If I determine that my character outclases my opponent in combat ability and defensive against their ac, I feel free to attempt my more powerful maneuvers more often.
and, unlike, per encounter, not once do I have the designers telling me that I can only use the maneuver once per encounter (or have to spend an action point for another use if this is what they are going to do). Instead, I have them telling me that I need to consider the consequences of using such actions and determine when it is most approriate to use them or create such situations when it is best to do so.