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D20 modern Action points
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<blockquote data-quote="ValhallaGH" data-source="post: 4585459" data-attributes="member: 41187"><p>Then have them reroll and keep the better result.</p><p>If players that wouldn't have otherwise used the action point use them to attempt to critically hit, well, at least they are using them.</p><p></p><p>Another option is to give the character more uses for an Action Point. Examples include: removing a level of fatigue, doubling the dodge bonus to defense, gaining the use of a feat the character doesn't actually have for one round, causing the tool or circumstance that allows them to pull off their cool idea to be there, minor plot controls, automatic stabilization while dying. Of course, other uses are also possible.</p><p>The point of action points, and similar mechanics, is to encourage and accomodate heroic action and success. Getting extra actions, getting minimum success, getting success beyond actual ability, avoiding death, and getting lucky breaks are all in that tone. Allowing them fits the concept.</p><p></p><p></p><p>Note: I play a lot of Mutants & Masterminds, where if you use a Hero Point to reroll, you are guaranteed a result between 11 and 20 (if the die shows less than 11, add 10 to the value). This hasn't been broken yet, given the limitedness of Hero Points. And the many other uses for them.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4585459, member: 41187"] Then have them reroll and keep the better result. If players that wouldn't have otherwise used the action point use them to attempt to critically hit, well, at least they are using them. Another option is to give the character more uses for an Action Point. Examples include: removing a level of fatigue, doubling the dodge bonus to defense, gaining the use of a feat the character doesn't actually have for one round, causing the tool or circumstance that allows them to pull off their cool idea to be there, minor plot controls, automatic stabilization while dying. Of course, other uses are also possible. The point of action points, and similar mechanics, is to encourage and accomodate heroic action and success. Getting extra actions, getting minimum success, getting success beyond actual ability, avoiding death, and getting lucky breaks are all in that tone. Allowing them fits the concept. Note: I play a lot of Mutants & Masterminds, where if you use a Hero Point to reroll, you are guaranteed a result between 11 and 20 (if the die shows less than 11, add 10 to the value). This hasn't been broken yet, given the limitedness of Hero Points. And the many other uses for them. [/QUOTE]
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