WhimsyTheFae
Explorer
I like Action Points, but I do hope that their implementation in 4e is handled properly.
What I like about Action Points (or similar mechanics):
- Avoid death. I like that you can stabilize or otherwise avoid death with a limited resource.
- Reroll/Add to roll. I like the ability to reroll a bad roll, but it only gives you a chance to roll better. I like the ability to add to your roll, so that you can exceed your normal potential, but it doesn't do much to save you from a bad roll. I don't know which one I would prefer...
- Non-arbitrary rewarding of Action Points. I don't mind starting each session by giving my players 3 Action Points (or some other number) and saying, that's all you get. I also don't mind the SWSE style where you get so many at any given level and they reset when you gain a new level.
What I don't like:
- Standard options tied to Action Points. Action Points should allow you to do extra, not be required to used standard options. I don't like how SWSE uses Force Points to fuel certain abilities.
- I don't like when Action Points are used to unlock a whole bunch of other stuff. Action Points, as per Unearthed Arcana, do too much, in my opinion. You can boost feats, you can emulate feats, you can take extra actions, etc. True20 Conviction goes even further. It's unnecessary added complexity.
- I don't like Action Point replenishing systems that require GM judgment and/or player contrivance. In True20, if you play your Virtue or Vice in a certain way (read, contrived way to negatively impact the character, but not too much), the GM may allow you to regain an Action Point. There other methods, as well, but outside of one-shots and convention-games, I am not too fond of them.
I hope that Action Points will:
A) Help a character avoid death, but not avoid injury or danger.
B) Help a character recover from a lousy roll, either by rerolling or adding to a roll.
C) Be replenished in a non-abritrary method, preferably at a slow pace.
That's it...
What I like about Action Points (or similar mechanics):
- Avoid death. I like that you can stabilize or otherwise avoid death with a limited resource.
- Reroll/Add to roll. I like the ability to reroll a bad roll, but it only gives you a chance to roll better. I like the ability to add to your roll, so that you can exceed your normal potential, but it doesn't do much to save you from a bad roll. I don't know which one I would prefer...
- Non-arbitrary rewarding of Action Points. I don't mind starting each session by giving my players 3 Action Points (or some other number) and saying, that's all you get. I also don't mind the SWSE style where you get so many at any given level and they reset when you gain a new level.
What I don't like:
- Standard options tied to Action Points. Action Points should allow you to do extra, not be required to used standard options. I don't like how SWSE uses Force Points to fuel certain abilities.
- I don't like when Action Points are used to unlock a whole bunch of other stuff. Action Points, as per Unearthed Arcana, do too much, in my opinion. You can boost feats, you can emulate feats, you can take extra actions, etc. True20 Conviction goes even further. It's unnecessary added complexity.
- I don't like Action Point replenishing systems that require GM judgment and/or player contrivance. In True20, if you play your Virtue or Vice in a certain way (read, contrived way to negatively impact the character, but not too much), the GM may allow you to regain an Action Point. There other methods, as well, but outside of one-shots and convention-games, I am not too fond of them.
I hope that Action Points will:
A) Help a character avoid death, but not avoid injury or danger.
B) Help a character recover from a lousy roll, either by rerolling or adding to a roll.
C) Be replenished in a non-abritrary method, preferably at a slow pace.
That's it...