chatdemon
First Post
Here's some notes on my revisions to the Action Point system. As always, feedback is welcomed.
In order to create a more heroic and cinematic style of play, the rules on action points have been modified in the following ways. Normal acquisition of AP as outlined in d20M is overridden by this system.
Personal Action Points
Each character recieves a total of 5+1/character level action points at the start of every game session. As noted above, outlined on d20M page 36, and at the GM's discretion, points may be spent as the player desires. Only one point may be spent per round by each character. In addition, player's may choose to donate some of their character's action points to the Group Action Pool (See below). At the start of the game session, each point donated to the GAP adds one point to the GAP total, but if player's decide to donate points to the GAP during play, each point donated only adds 1/2 point to the GAP total. A player donating points to the GAP during play may choose to add 2 points per round (to add a full point to the GAP total), but this is the ONLY exception to the 1 point per round rule, and this counts as the player's 1 point expenditure for that round.
Players whose characters have action points remaining at the end of a game session may either donate them to the GAP (the GAP total rolls over to the next session) or cash them in for 100 xp/character level each. Personal action points do not roll over to the next session.
Group Action Pool (GAP)
Points in the GAP may be used by any character who has run out of personal action points, but doing so requires the unanimous approval of the group. In addition, GAP points may be spent in order to obtain clues or vital information from the GM at any time the group unanimously decides to do so, with the cost of such information decided by the GM at the time of this option's use.
GAP points may also be used to save group members, allies, and even enemies (who may be needed for interrogation or reward money or other objectives) from death. By spending 4 points from the GAP total, any character or monster who died in the current round only may be saved by fate and left disabled (0 hp) instead. Beware though, use of this option is not an in game action, and saved allies are under no obligation to be grateful to the group for using it. Likewise, enemies saved in this manner may continue fighting the party after being saved by this option, as outlined in the rules for acting while disabled.
The GAP starts out with 10 points, and gains 1d4 points per session, in addition to any points donated by player or GM controlled characters
In order to create a more heroic and cinematic style of play, the rules on action points have been modified in the following ways. Normal acquisition of AP as outlined in d20M is overridden by this system.
Personal Action Points
Each character recieves a total of 5+1/character level action points at the start of every game session. As noted above, outlined on d20M page 36, and at the GM's discretion, points may be spent as the player desires. Only one point may be spent per round by each character. In addition, player's may choose to donate some of their character's action points to the Group Action Pool (See below). At the start of the game session, each point donated to the GAP adds one point to the GAP total, but if player's decide to donate points to the GAP during play, each point donated only adds 1/2 point to the GAP total. A player donating points to the GAP during play may choose to add 2 points per round (to add a full point to the GAP total), but this is the ONLY exception to the 1 point per round rule, and this counts as the player's 1 point expenditure for that round.
Players whose characters have action points remaining at the end of a game session may either donate them to the GAP (the GAP total rolls over to the next session) or cash them in for 100 xp/character level each. Personal action points do not roll over to the next session.
Group Action Pool (GAP)
Points in the GAP may be used by any character who has run out of personal action points, but doing so requires the unanimous approval of the group. In addition, GAP points may be spent in order to obtain clues or vital information from the GM at any time the group unanimously decides to do so, with the cost of such information decided by the GM at the time of this option's use.
GAP points may also be used to save group members, allies, and even enemies (who may be needed for interrogation or reward money or other objectives) from death. By spending 4 points from the GAP total, any character or monster who died in the current round only may be saved by fate and left disabled (0 hp) instead. Beware though, use of this option is not an in game action, and saved allies are under no obligation to be grateful to the group for using it. Likewise, enemies saved in this manner may continue fighting the party after being saved by this option, as outlined in the rules for acting while disabled.
The GAP starts out with 10 points, and gains 1d4 points per session, in addition to any points donated by player or GM controlled characters