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General Tabletop Discussion
*Pathfinder & Starfinder
Brainstorming: Action Point Cards
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<blockquote data-quote="Nytmare" data-source="post: 5070331" data-attributes="member: 55178"><p>The basic idea behind this is one that I know I've seen batted around once or twice before, but the current discussion in the "One Action Point Per Encounter" rekindled the flame for me.</p><p></p><p>The basic idea: </p><p></p><ul> <li data-xf-list-type="ul">You have a deck full of action point cards with different effects on them.</li> <li data-xf-list-type="ul">Any Action Point Card can be used to get an extra move action.</li> <li data-xf-list-type="ul">In addition, every card has some secondary effect/stunt/action on it.</li> <li data-xf-list-type="ul">At the end of every (successful?) encounter players get a random action point card from the deck.</li> <li data-xf-list-type="ul">Players can use as many action points as they want inside of an encounter.</li> <li data-xf-list-type="ul">You can only play one action point each turn. (Players can only play one card in a round?)</li> <li data-xf-list-type="ul">After an extended rest, players pitch all but one of their action cards.</li> </ul><p></p><p>Other random ideas, including some possible cards:</p><p></p><ul> <li data-xf-list-type="ul">One of the more common secondary effects I'm imagining would be "discard for an extra standard action." Probably at least 30-40% of the deck</li> <li data-xf-list-type="ul">Ditch the "one daily item power per milestone per tier" and blend it into this as well(?) "If you have already reached your limit of Daily Item powers, you can discard this card and use a different item's daily ability.</li> <li data-xf-list-type="ul">Bonus to a skill? I like the idea of having cards that are usable in either combat or a skill challenge. A bonus to a skill roll is kinda the only thing I can come up with at the moment though...</li> <li data-xf-list-type="ul">Stunt fodder. My players tend to get tied into the powers and maneuvers more than the setting and environment once combat starts. Cards with basic stunt actions on them, that give some kind of additional bonus over and above page 42 might make them more likely to think in that direction once the battlemat comes out.</li> <li data-xf-list-type="ul">Cards that give allies bonuses or effects? Maybe save the strongest effects for teamwork-ey "give another player X" abilities.</li> <li data-xf-list-type="ul">Make an additional saving throw/bonus to a save/auto-pass a save? Maybe limit them to specific kinds of effects. "+2 to save against being dazed" "you automatically succeed on one save against ongoing damage."</li> <li data-xf-list-type="ul">Cards that allow you to toss away other Action Point Cards for added/bigger bonuses? +2/+4/+8 towards a skill check? 1d6 towards a roll or 1d6+1d8 keep the highest, or 1d6+1d8+1d0 keep the highest?</li> </ul><p>I can borrow pretty heavily from the abundance of powers that are already out there, but overall, does this seem worthwhile? </p><p></p><p>I kinda like the idea of them being an additional type of meta-loot to collect at the end of combat. </p><p></p><p>I like them keeping that mechanical incentive to push on (even though we've been doing one AP every encounter and have never had any problems moving forward.) </p><p></p><p>I like having them (safely) tie into each other so that there's at least the threat of having a few combos hidden here and there.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 5070331, member: 55178"] The basic idea behind this is one that I know I've seen batted around once or twice before, but the current discussion in the "One Action Point Per Encounter" rekindled the flame for me. The basic idea: [LIST] [*]You have a deck full of action point cards with different effects on them. [*]Any Action Point Card can be used to get an extra move action. [*]In addition, every card has some secondary effect/stunt/action on it. [*]At the end of every (successful?) encounter players get a random action point card from the deck. [*]Players can use as many action points as they want inside of an encounter. [*]You can only play one action point each turn. (Players can only play one card in a round?) [*]After an extended rest, players pitch all but one of their action cards. [/LIST] Other random ideas, including some possible cards: [LIST] [*]One of the more common secondary effects I'm imagining would be "discard for an extra standard action." Probably at least 30-40% of the deck [*]Ditch the "one daily item power per milestone per tier" and blend it into this as well(?) "If you have already reached your limit of Daily Item powers, you can discard this card and use a different item's daily ability. [*]Bonus to a skill? I like the idea of having cards that are usable in either combat or a skill challenge. A bonus to a skill roll is kinda the only thing I can come up with at the moment though... [*]Stunt fodder. My players tend to get tied into the powers and maneuvers more than the setting and environment once combat starts. Cards with basic stunt actions on them, that give some kind of additional bonus over and above page 42 might make them more likely to think in that direction once the battlemat comes out. [*]Cards that give allies bonuses or effects? Maybe save the strongest effects for teamwork-ey "give another player X" abilities. [*]Make an additional saving throw/bonus to a save/auto-pass a save? Maybe limit them to specific kinds of effects. "+2 to save against being dazed" "you automatically succeed on one save against ongoing damage." [*]Cards that allow you to toss away other Action Point Cards for added/bigger bonuses? +2/+4/+8 towards a skill check? 1d6 towards a roll or 1d6+1d8 keep the highest, or 1d6+1d8+1d0 keep the highest? [/LIST] I can borrow pretty heavily from the abundance of powers that are already out there, but overall, does this seem worthwhile? I kinda like the idea of them being an additional type of meta-loot to collect at the end of combat. I like them keeping that mechanical incentive to push on (even though we've been doing one AP every encounter and have never had any problems moving forward.) I like having them (safely) tie into each other so that there's at least the threat of having a few combos hidden here and there. [/QUOTE]
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