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*Pathfinder & Starfinder
Core materials: Action Points and Insider
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<blockquote data-quote="KarinsDad" data-source="post: 3760214" data-attributes="member: 2011"><p>I also dislike Action Points.</p><p></p><p>There are other mechanics that can be used to prevent a character from dying than a random bonus to a die roll (or replacement die roll).</p><p></p><p>The aspect of them I do not like is that the player decides to change the Laws of Probability in the game world. This feels like "cheating fate" to me.</p><p></p><p>No doubt about it. Bad rolls happen. I think PCs should have other "in character" resources to handle bad luck, not dice modifying resources. For example, a once per day Fireblast for a Wizard. He's in trouble, so the character decides to go to the well and use his big cannon.</p><p></p><p>Action Points are totally mechanical. It is not something the character does, it's something the player does which is the main reason I dislike them. I don't want the player going to the well, I want the character going to the well and doing it in character.</p><p></p><p>Another reason I do not like Action Points is that they typically do not apply to NPCs. I tend to have a problem with rules that apply to the PCs, but not the NPCs. JMO.</p><p></p><p>I suspect that if Action Points are part of the game, there will be a plethora of "special abilities" that will key off of that and there will really be no way to yank them out of the core system without a boatload of house rules.</p><p></p><p>AoOs have an "in character" aspect to them in addition to the mechanics problem that they are meant to address. Action Points do not. They are totally game mechanics related (and yes, I'm sure someone will come up with a "surge" type in character rationale for them, but it will be lame because of the lmited times they can be used rule).</p><p></p><p>I suspect that I will also have an issue with Second Wind as well. It too is heroic game mechanics, but really doesn't make sense in character.</p><p></p><p>"I feel better!"</p><p></p><p>uh huh</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3760214, member: 2011"] I also dislike Action Points. There are other mechanics that can be used to prevent a character from dying than a random bonus to a die roll (or replacement die roll). The aspect of them I do not like is that the player decides to change the Laws of Probability in the game world. This feels like "cheating fate" to me. No doubt about it. Bad rolls happen. I think PCs should have other "in character" resources to handle bad luck, not dice modifying resources. For example, a once per day Fireblast for a Wizard. He's in trouble, so the character decides to go to the well and use his big cannon. Action Points are totally mechanical. It is not something the character does, it's something the player does which is the main reason I dislike them. I don't want the player going to the well, I want the character going to the well and doing it in character. Another reason I do not like Action Points is that they typically do not apply to NPCs. I tend to have a problem with rules that apply to the PCs, but not the NPCs. JMO. I suspect that if Action Points are part of the game, there will be a plethora of "special abilities" that will key off of that and there will really be no way to yank them out of the core system without a boatload of house rules. AoOs have an "in character" aspect to them in addition to the mechanics problem that they are meant to address. Action Points do not. They are totally game mechanics related (and yes, I'm sure someone will come up with a "surge" type in character rationale for them, but it will be lame because of the lmited times they can be used rule). I suspect that I will also have an issue with Second Wind as well. It too is heroic game mechanics, but really doesn't make sense in character. "I feel better!" uh huh [/QUOTE]
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