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<blockquote data-quote="DonTadow" data-source="post: 2472782" data-attributes="member: 22622"><p>Question 1. I use neither. I like them both, but I found the best method that reflected true luck is the one from book of rougish luck <a href="http://www.drivethrurpg.com/catalog/product_info.php?products_id=2162" target="_blank">http://www.drivethrurpg.com/catalog/product_info.php?products_id=2162</a></p><p></p><p>Question 1 b. what you could do is use the regular action poiints, then reward action points during game for great boutes of roleplaying or action. I do this. Though the fighter may get the fewest points his strong roleplaying earns him an extra action card during particlar parts. </p><p></p><p>Question 2 It's not that complex but you could just say a person can only use three a session. I'd use a partitcalr numbe.r HOwever, since I give out fewer action cards and have slow leveling, I don't put restrictions on it. Esseintially they don't know whats coming i tell them and if you want to use all your action cards on the skeletons be my guess</p><p></p><p>Question 3 -7</p><p>I think I answered one of your questions in Question 2 and I'm going to tell you my experiences with action cards and post my action card uses for you to check out. </p><p></p><p>A. I love action cards and put few restrictions on them. I have a list of actions theplayers can do but if a player in game wants to do something unique and innovative i determine how many action cards it may take and tell them to do it. Action cards represent that unique crazy moment when someone goes above and beyond. The most cards used in one of my sessions is when the players needed to fight a naga, none of them could cast the see invisibility scroll and the fight was looking grim. A player handed me all five action cards and said she wants to see if she can use her psychic abilities to trace the mage whom wrote the spell and somehwat make it out and transfer it to her pyshcic powers. This wiped her of action cards for the next 9 sessions but it made for some great drama. </p><p></p><p>My action card rules</p><p></p><p>Action Card Uses</p><p></p><p>Each character will action cards equal to the number of their luck roll. A character may use as many action cards per round as they wish unless the action they are using it for does not permit it.</p><p></p><p>New uses for action cards.</p><p></p><p> </p><p></p><p> Add to roll: Before or after a roll, use 1 action point to either reroll the dice or roll a die (1-6 1d6; 7-13 2d4; 14-20 2d6) and add it to the roll for each action card you use.</p><p></p><p>Activate Class Abilty: You can spend 2 action points to gain another use of one of the following class features that has limited numbers of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead or wildshape. </p><p></p><p>Boost Defense: A character can spend 1 action point as a free action when fighting defensely. This gives him double the normal benefits for fighting defensively for that entire round.</p><p></p><p>Emulate Feat: At the beginning of character's turn, he may spend 2 action point as a free action to gain the benefits of a feat he doesn't have. He must meet the prerequisites of the feat.</p><p></p><p>Spell Boost: A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 1. This must be done before the spell is cast.</p><p></p><p>Stabilize: When your character is dying, -1 to -9,, you can spend 1 action point to stabilize your current hit point total.</p><p></p><p>If you take damage that brings you below -10 you are not dead yet. You may immediately submit two action cards for every -10 of your HP total if you would have taken the damage. Then roll percentage. If you roll 1-10 percent, you character takes the damage. 11 to 50 your character's HP equals -5. If you roll 51 to 75 you reach -1; 76 to 95 will stabalize you at 0. If you roll a 96-100 your character deflects all of the damage. FThus, if your character would be at -29 after an attack, he may immediately submit 4 action points to stabalize. When stabalized, you may only make one single move action.</p><p></p><p>Spontaneous Casting: You can swap a signature spell with another spell on the fly for 2 action points.</p><p></p><p>Spell recall: Pay 1 point to gain 10 mana points</p><p></p><p>Action Surge: Spend 2 power points to perform an extra move or standard action.</p><p></p><p>Improving Feats: Spend one action point to increase a feat you already have. Examples INclude</p><p></p><p>Blind-Feat ( negate miss chance for a single attack),</p><p>Combat Expertise (double the bonus to armor class granted by the feats),</p><p>Dodge (double dodge bonus),</p><p>Improved Critical (double the threat range of critical),</p><p>Improved Initiative (double the initiative bonus),</p><p>Spring Attack</p><p>Cleave (temporarily allows you to use greater cleave)</p><p>Power ATtack (double the damage with no extra penalty on the attack)</p><p>Metamagic/psionic feats (cast the spell or power at normal level</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2472782, member: 22622"] Question 1. I use neither. I like them both, but I found the best method that reflected true luck is the one from book of rougish luck [url]http://www.drivethrurpg.com/catalog/product_info.php?products_id=2162[/url] Question 1 b. what you could do is use the regular action poiints, then reward action points during game for great boutes of roleplaying or action. I do this. Though the fighter may get the fewest points his strong roleplaying earns him an extra action card during particlar parts. Question 2 It's not that complex but you could just say a person can only use three a session. I'd use a partitcalr numbe.r HOwever, since I give out fewer action cards and have slow leveling, I don't put restrictions on it. Esseintially they don't know whats coming i tell them and if you want to use all your action cards on the skeletons be my guess Question 3 -7 I think I answered one of your questions in Question 2 and I'm going to tell you my experiences with action cards and post my action card uses for you to check out. A. I love action cards and put few restrictions on them. I have a list of actions theplayers can do but if a player in game wants to do something unique and innovative i determine how many action cards it may take and tell them to do it. Action cards represent that unique crazy moment when someone goes above and beyond. The most cards used in one of my sessions is when the players needed to fight a naga, none of them could cast the see invisibility scroll and the fight was looking grim. A player handed me all five action cards and said she wants to see if she can use her psychic abilities to trace the mage whom wrote the spell and somehwat make it out and transfer it to her pyshcic powers. This wiped her of action cards for the next 9 sessions but it made for some great drama. My action card rules Action Card Uses Each character will action cards equal to the number of their luck roll. A character may use as many action cards per round as they wish unless the action they are using it for does not permit it. New uses for action cards. Add to roll: Before or after a roll, use 1 action point to either reroll the dice or roll a die (1-6 1d6; 7-13 2d4; 14-20 2d6) and add it to the roll for each action card you use. Activate Class Abilty: You can spend 2 action points to gain another use of one of the following class features that has limited numbers of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead or wildshape. Boost Defense: A character can spend 1 action point as a free action when fighting defensely. This gives him double the normal benefits for fighting defensively for that entire round. Emulate Feat: At the beginning of character's turn, he may spend 2 action point as a free action to gain the benefits of a feat he doesn't have. He must meet the prerequisites of the feat. Spell Boost: A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 1. This must be done before the spell is cast. Stabilize: When your character is dying, -1 to -9,, you can spend 1 action point to stabilize your current hit point total. If you take damage that brings you below -10 you are not dead yet. You may immediately submit two action cards for every -10 of your HP total if you would have taken the damage. Then roll percentage. If you roll 1-10 percent, you character takes the damage. 11 to 50 your character's HP equals -5. If you roll 51 to 75 you reach -1; 76 to 95 will stabalize you at 0. If you roll a 96-100 your character deflects all of the damage. FThus, if your character would be at -29 after an attack, he may immediately submit 4 action points to stabalize. When stabalized, you may only make one single move action. Spontaneous Casting: You can swap a signature spell with another spell on the fly for 2 action points. Spell recall: Pay 1 point to gain 10 mana points Action Surge: Spend 2 power points to perform an extra move or standard action. Improving Feats: Spend one action point to increase a feat you already have. Examples INclude Blind-Feat ( negate miss chance for a single attack), Combat Expertise (double the bonus to armor class granted by the feats), Dodge (double dodge bonus), Improved Critical (double the threat range of critical), Improved Initiative (double the initiative bonus), Spring Attack Cleave (temporarily allows you to use greater cleave) Power ATtack (double the damage with no extra penalty on the attack) Metamagic/psionic feats (cast the spell or power at normal level [/QUOTE]
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