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<blockquote data-quote="Rel" data-source="post: 5466162" data-attributes="member: 99"><p>Not to get off on too big a tangent about Action Points, but I was using them under 4e and the generalized rule that they reset to 1 after an "extended rest" (basically a night's sleep). So that largely got rid of the tendency to hoard them. Although if they earned them as part of quest completion that involved a sort of climactic battle (after which it would be logical to rest) then I'd let them carry the AP over to the next day or encounter or whatever. I wanted them to get to reap the benefit of their efforts after all.</p><p></p><p>To kind of aim this at the topic at hand, I found that Action Points are, in many ways, a good reward substitute for the sorts of activities that XP are often supposed to encourage. For example in my Savage Worlds game that I'm currently running, I give out the equivalent of AP's when the players play toward their Hindrances. Because those Hindrances define a lot about the character's personality I reward the roleplaying when they are acknowledged. So the players get a reward for a job well done and it has zero impact on rate of advancement and that kind of thing.</p></blockquote><p></p>
[QUOTE="Rel, post: 5466162, member: 99"] Not to get off on too big a tangent about Action Points, but I was using them under 4e and the generalized rule that they reset to 1 after an "extended rest" (basically a night's sleep). So that largely got rid of the tendency to hoard them. Although if they earned them as part of quest completion that involved a sort of climactic battle (after which it would be logical to rest) then I'd let them carry the AP over to the next day or encounter or whatever. I wanted them to get to reap the benefit of their efforts after all. To kind of aim this at the topic at hand, I found that Action Points are, in many ways, a good reward substitute for the sorts of activities that XP are often supposed to encourage. For example in my Savage Worlds game that I'm currently running, I give out the equivalent of AP's when the players play toward their Hindrances. Because those Hindrances define a lot about the character's personality I reward the roleplaying when they are acknowledged. So the players get a reward for a job well done and it has zero impact on rate of advancement and that kind of thing. [/QUOTE]
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