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<blockquote data-quote="KarinsDad" data-source="post: 4758803" data-attributes="member: 2011"><p>In earlier systems, they were bonuses to hit. I really disliked that incarnation of them. I didn't think players should have the option to say after the roll: "No, I actually hit". It felt too much like metagaming. I feel like this a little with regard to 4E re-roll rules.</p><p></p><p>In 4E, action points are (typically) get one extra action (and in the case of core, 1 encounter out of 2).</p><p></p><p>They are a bit of a panic button. "Oh shoot I missed, let me try again" or "Great I hit, let me beat on him while he is distracted".</p><p></p><p></p><p>In my game, I just extended that panic button concept a little to give players more options. I prefer the players to have minimialist "go to the well" capabilities to resolve tough encounters (either because the foe is tough or the dice are cold or both) instead of the Deus Ex Machina of the DM stepping in, or a TPK. But, just because a player re-gains an Encounter power does not mean that he will actually hit with it and it will actually affect the encounter. Sometimes it does, sometimes it does not.</p><p></p><p>It also allows me to send tougher encounters at the group more often in order to challenge them a bit more.</p><p></p><p>These action point options are easy to burn through if the player does not do resource management. If not, c'est la vie. Most players use them sparingly and have one or sometimes even both remaining at the end of an encounter.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4758803, member: 2011"] In earlier systems, they were bonuses to hit. I really disliked that incarnation of them. I didn't think players should have the option to say after the roll: "No, I actually hit". It felt too much like metagaming. I feel like this a little with regard to 4E re-roll rules. In 4E, action points are (typically) get one extra action (and in the case of core, 1 encounter out of 2). They are a bit of a panic button. "Oh shoot I missed, let me try again" or "Great I hit, let me beat on him while he is distracted". In my game, I just extended that panic button concept a little to give players more options. I prefer the players to have minimialist "go to the well" capabilities to resolve tough encounters (either because the foe is tough or the dice are cold or both) instead of the Deus Ex Machina of the DM stepping in, or a TPK. But, just because a player re-gains an Encounter power does not mean that he will actually hit with it and it will actually affect the encounter. Sometimes it does, sometimes it does not. It also allows me to send tougher encounters at the group more often in order to challenge them a bit more. These action point options are easy to burn through if the player does not do resource management. If not, c'est la vie. Most players use them sparingly and have one or sometimes even both remaining at the end of an encounter. [/QUOTE]
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