Eberron and Action Points - Opinions?

Action Points

I've got mixed emotions on Action Points.

I've been using some kind of "heroic" or "action" tool off and on since Dangerous Journeys came out. In the beginning I found it to be a cool mechanic to truly provide a more "cinematic" and "heroic" feel. Further, it did encourage role-playing to more "heroic" ends. Those were both cool.

The things I didn't like. I didn't like that they almost never stopped. It became almost impossible to kill the characters (HERO POINT!). They would be able to overcome odds that were OVERWHELMINGLY against them. This was cool sometimes, but not too often. Finally, I don't like the concept of building whole game mechanics (feats, prestige classes, magic items) around this. I know it will happen, and it will work fine (...the "HERO" prestige class). But it may be abusive since all the elements STACK will probably stack with everything.

Overall, the Eberron stuff looks cool. I like the ideas of the world and it will make for great fodder to pull from and add to existing campaigns. (As technology starts to advance). From what I've seen, however, I doubt I'll play or run an Eberron campaign.
 

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A lot of non-d20 games use an action, drama, fate or luck point mechanic. It's been around for years. I've used the mechanic of influencing the game from a player's standpoint in both my last campaign, which was a modified Birthright 3E using Regency Points as an action point mechanic, and my current Dragonlance campaign, using the excellent system from Dynasties & Demagogues.

To my mind, connecting the points to level is an insanely clunky means of handling it. Ideally, they should be handed out by the DM, as rewards for actions that help the story along or in return for the DM screwing over your character. The Buffy and Angel games from Eden Studios have a nice set of rules for their Drama Points, which could easily be introduced into a D&D game (and it's the basis for how I let players use action points in my Dragonlance campaign):

Heroic Feat: Spend a drama point, add +10 to any single roll.
I Think I'm Okay: Spend a drama point, immediately recover half of the damage you've incurred in the current fight.
Righteous Fury: When aroused to anger, spend 2 drama points and add +5 to all attack rolls and damage rolls for the rest of the fight against the target of your wrath.
Mysterious Death: When you die, spend a drama point to come back in the next story arc; spend 5 drama points to come back to life in the next adventure; spend 10 drama points to come back to life in the same adventure.
Plot Twist: Spend a drama point and the script changes slightly to help you out (there's a rope lying at the bottom of the ravine which you can use to climb out, the captain of the guard is sick and his replacement isn't as competent, etc). The DM may ask for more points, or deny the plot twist.

Cheers,
Cam
 

I wasn't big on the Action Dice for Crits in Spycraft at first. After playing for a while, though, it seemed like there were a number of ways to increase your threat ranges. Coupled with a WP/VP system, it helped keep the game from getting too bloody for the PCs.

The only thing I don't like about the Action Point system is that you only get to add a d6 (or the highest of several d6) for most things. If you get two or three dice, why not keep and add all of them. Maybe make them open ended like in Spycraft at least. Otherwise, I think they may work out well.
 

d4 said:
2WS-Steve mentioned one of them: replenishing per session means in order to get more action dice, all you need to do is stall for the remainder of the session, not do anything too dangerous, and you'll get them back next time you play. replenishing per level means that in order to get more action points, you actually have to go out and do something, something that will earn you experience.

That neglects to consider an important feature of spycraft: you can earn additional action dice during play by doing daring and interesting things... if you do something. Stalling will not only bore you, it won't net you any more action points. So remaining active is actively encouraged by the system.
 

Psion said:
That neglects to consider an important feature of spycraft: you can earn additional action dice during play by doing daring and interesting things... if you do something. Stalling will not only bore you, it won't net you any more action points. So remaining active is actively encouraged by the system.

Plus, doing daring/heroic/stupid stuff not only gains you more Action Dice, but also gets you the XP that goes with it. In Spycraft, I believe you get either 25 or 50 xp per character level whenever you earn an Action Die. Not much, but still an incentive to take the chance.
 

I like the idea of action points allowing a second die roll when stated beforehand, but feel that they should be a reward by the GM for exceptional roleplaying or story/goal awards.
 

Henry said:
I would prefer a mechanic that offers fewer points, but offers greater benefits - a la Monte Cook's AU Hero points. Spend your point, and get a +20 to hit, succeed at a task you normally wouldn't, bend the rules a bit, etc. But the trick is, you rarely get them, and you must do something heroic without them to earn them. :)


ditto, seconded, and agreed upon!


...and I like Eberron less the more I hear about it ;)
 

AFAIC, I prefer the d20 Modern Action Point system. It makes the game cinematic, but not heroic nor epic, particularly for a game where your HP can be dropped down to -1 or 0 instantly due to a lower Massive Damage Threshold and a failed Fort saving throw.

Ideally, action point of any kind should NOT be implemented in a game using D&D rules. The way the rules is laid out is already above and beyond heroic and legendary in gameplay.

Having said that, the d20 Modern version is probably the more conservative way to add flavor to an already heroic game.

As for the limited pool of action points, I have played Star Wars and their use of Force Points, especially for non-force-sensitive PC whose maximum limit is 5 at any one time (gains only 1 FP per level acquired). I learn to be conservative and try to spend FP as sparingly I can. While d20 Modern offers more, I still learn to spend them as needed and not all willy-nilly ... like my impulse buying for RPGs. In fact, I managed to go through a few game sessions not spending any at all.

IOW, it forces you to think.

Whether or not you like it, action point is there to help when you need it, not to rely on like a security blanket.
 
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The use of action points is going to depend on a few things.

1. Will these be in Arcana Unearthed as a general option for all d20 games?

2. Will there be rules for using them in other campaigns outside of this setting?

3. Will there be any other types or uses of action points than those currently found?
 

JoeGKushner said:
The use of action points is going to depend on a few things.

1. Will these be in Arcana Unearthed as a general option for all d20 games?

2. Will there be rules for using them in other campaigns outside of this setting?

3. Will there be any other types or uses of action points than those currently found?

I have no inside information, but here are my best guesses:

1. Since they're already open (IIRC) in the d20 Modern SRD, they wouldn't be out anything putting them in UA.

2. There already are, more or less. The Dragon article this month says what you can spend them on in Eberron. No reason you couldn't use it elsewhere.

3. Probably, as above, see the Dragon article.
 

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