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Expanded Action Point System
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<blockquote data-quote="Blastin" data-source="post: 5059339" data-attributes="member: 4989"><p>here goes. It has only two sessions of play test, but it puts things about at where my players like it. Again, it goes along side of the normal AP mechanic.</p><p></p><p>Heroic Reserve Points (HRP)</p><p></p><p>All characters get 3+ ½ level HRP after each extended rest. At each milestone (same time Action points are given) each character gets another 3 HRP, up to a maximum of 3+ ½ level, i.e. if you haven’t spent at least 1 by the time we hit a milestone, you don’t get any more.</p><p>HRP can be spent on multiple things as listed below. One point can only be spent one of each of the types of things per round, per roll, i.e. you could spend one to reroll your attack, another to reroll the damage, and then another to regain the use of the power all in the same round, but you couldn’t reroll the attack or the damage twice. In general, using an HRP does not count as an action.</p><p>Uses</p><p>One point:</p><p>-Reroll any single roll.</p><p>Two Points:</p><p>-Take an extra move action.</p><p>- Automatically pass your next death save.</p><p>- Retain the use of an encounter or daily power that missed all targets and does not have an effect on a miss.</p><p>Three Points:</p><p>-Make an extra saving throw at the start of the turn before effects are applied.</p><p>-Recharge your second wind.</p><p>-Recharge an encounter power.</p><p>-Spend your second wind as a minor action.</p><p>Four points:</p><p>-Gain a healing surge</p><p>-Cast a mastered ritual as a full round action but at a -5 skill check, or from a scroll with no penalty.</p><p>-Do something cool/cinematic, without a check/roll, that you can give a good description of and within reason.</p><p>-Recharge a daily utility power.</p><p>Five Points:</p><p>-Recharge a daily attack power.</p></blockquote><p></p>
[QUOTE="Blastin, post: 5059339, member: 4989"] here goes. It has only two sessions of play test, but it puts things about at where my players like it. Again, it goes along side of the normal AP mechanic. Heroic Reserve Points (HRP) All characters get 3+ ½ level HRP after each extended rest. At each milestone (same time Action points are given) each character gets another 3 HRP, up to a maximum of 3+ ½ level, i.e. if you haven’t spent at least 1 by the time we hit a milestone, you don’t get any more. HRP can be spent on multiple things as listed below. One point can only be spent one of each of the types of things per round, per roll, i.e. you could spend one to reroll your attack, another to reroll the damage, and then another to regain the use of the power all in the same round, but you couldn’t reroll the attack or the damage twice. In general, using an HRP does not count as an action. Uses One point: -Reroll any single roll. Two Points: -Take an extra move action. - Automatically pass your next death save. - Retain the use of an encounter or daily power that missed all targets and does not have an effect on a miss. Three Points: -Make an extra saving throw at the start of the turn before effects are applied. -Recharge your second wind. -Recharge an encounter power. -Spend your second wind as a minor action. Four points: -Gain a healing surge -Cast a mastered ritual as a full round action but at a -5 skill check, or from a scroll with no penalty. -Do something cool/cinematic, without a check/roll, that you can give a good description of and within reason. -Recharge a daily utility power. Five Points: -Recharge a daily attack power. [/QUOTE]
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