Expanded Action Point System

ender_wiggin

First Post
I’m going to be running a campaign with only three players soon, and in the past my experience with 3-player parties is that they are little thin. Not that this breaks the mechanics; rather, by being a little careful (avoiding stuns/domination and very durable opponents) you can certainly make 3-player games exciting. But this time I’d like to be able to throw hell at them at not worry about it, or at the very least be a bit less scrupulous about encounter design. So, I started tinkering with a more expanded, more involved and complex action point system to give the group a stronger action balance. Any feedback is welcome.

Tenets:
1. Characters can now use more than one action point per combat, but still only one per turn.
2. The AP pipeline will be big enough so that players can use 1-3 APs per combat, depending on how epic the fight is. This means each player will get 4-5 APs per session to play with.
3. Any ability that says “Whenever you use an AP you get benefit X” will now become an encounter ability; that is, it becomes "once per encounter, when you use an AP you get benefit X".
4. APs are represented by a card drawn from a typical deck of playing cards. Different cards grant different additional bonuses. Cards are flushed at the end of the session (players lose any that they are holding). APs that are used are not recycled but added to a burn pile.
5. APs are not rewarded directly but instead through some kind of token. These tokens are persistent and can be hoarded between sessions. Tokens may be traded in for action points during short rests. In addition, they can be traded in when using the second wind ability. This allows players to hang onto to hard earned tokens if they are not needed, while tenet 4 discourages them from being hoarded too much.

Gaining APs:
Different GMs can do different things, but I plan on awarding tokens for anything a player that makes my experience at the table particularly enjoyable – including but not limited to: solid character development, rapport with one of my NPCs, interacting well with the setting, taking initiative with party action, etc. Doing any writing for the game is also worthy of one or more tokens. In addition, each player can award another player one token per session. This way, it’s not just feedback between me and the players, but even between players themselves.

Deck Bonuses
This is likely to change as I get more experience and ideas, but this is currently what the deck distribution looks like:

Spades: +2 to a single d20 roll made while using the AP.
Hearts: Can be passed to any other player.
Diamonds: Action can be delayed indefinitely (in escrow). The action can then be cashed in at any point until the end of combat, although if it is done so out of turn, the action must be a triggered action (and it must be triggered). Only one action can be held in escrow at a time.
Clubs: Can be returned for a token at the end of the session.

2-9: No additional bonus
10-K: Can use an encounter ability that has already been expended.
A: When using a class, PP, or ED ability slot, can use any other ability of the same type of slot. For example, when using Walking Wounded (a 5th level rogue daily), the character can instead use ANY 5th level rogue daily, within the boundaries of splat control.

Red Joker: Can pick any card from the remaining deck.
Black Joker: The GM draws a card, which can then be usable by any monster. Note that the player gets nothing.

If either joker is picked, the joker is subsequently returned to the deck, the burn pile is reintroduced, and the deck is immediately reshuffled. That way, both jokers are always in an unknown location in the deck.
 
Last edited:

log in or register to remove this ad

Sounds interesting.

I do have to add my disclaimer though - the one that states that I am not a math guy, so balance is not really my thing - as such I'm not sure how/if this might break anything...

...but with that said, I could see that being fun ;)
 

Cool. As it so happens, I am actually interested in hearing any balance objections, though I think that the most insane stuff (primarily the ace) in here occurs so rarely that it cannot be regularly or reliably exploited.
 

Your new Action Point mechanic looks like it could be fun but on the other hand you are introducing a subgame which adds an extra layer of complexity to your groups gameplay.

Is your group OK with the extra complexity?

Maybe streamlining the Action Point to one per encounter and ignoring the Milestone refresh would be a better option.
 

Two interesting issues:

(1) I will certainly bring this up with my group before implementation to make sure they are ok with it. Also, in the case where nobody uses it, we're back to where we started with no harm done. I could see it getting lopsided if only one player was overwhelmed, but my players are all reasonably familiar with 4E.

(2) There is no longer a milestone rule to gaining APs.
 


I don't understand how the diamond's special ability works. If you're taking the action on your own turn, then you don't need the power - you can just use the AP when you are taking the action. If not then according to the rule it needs to be a "triggered action" - you mean that the power you're using already has to have a trigger (i.e. an immediate action power)? So the only use of this would be if an immediate action trigger goes off and you have already used your immediate action this turn? It seems like very few cases when this would actually be better than a standard action.
 

Its interesting. I like the chaotic element that the player cant just pick and choose but have to work with a random they are allocated. Very interesting.

That said...why does this have to replace the action point system? Cant this just be an add on to your game, that sits alongside it? If you replace the action point system, you have far too many flow on effects to think about (Paragon classes, feat benefits tied to action point expendature e.t.c.).
 

I don't understand how the diamond's special ability works. If you're taking the action on your own turn, then you don't need the power - you can just use the AP when you are taking the action. If not then according to the rule it needs to be a "triggered action" - you mean that the power you're using already has to have a trigger (i.e. an immediate action power)? So the only use of this would be if an immediate action trigger goes off and you have already used your immediate action this turn? It seems like very few cases when this would actually be better than a standard action.

In my experience there are many times when you could use an extra immediate action (a fighter, for example, locking down an extra enemy). In addition, this ability also allows you to effectively use two action points in one turn (because the actual AP is blown when you first hold the action in escrow, and on a subsequent turn you can cash in that action and then blow another AP).
 

Its interesting. I like the chaotic element that the player cant just pick and choose but have to work with a random they are allocated. Very interesting.

That said...why does this have to replace the action point system? Cant this just be an add on to your game, that sits alongside it? If you replace the action point system, you have far too many flow on effects to think about (Paragon classes, feat benefits tied to action point expendature e.t.c.).

Any ability that interacts with action points still do, except that for balance reasons they can only be used once per encounter. If it makes more sense to you that this system sits alongside the system, then feel free to think of it that way.
 

Pets & Sidekicks

Remove ads

Top