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How would you rule for pulling yourself free from manacles?
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<blockquote data-quote="genshou" data-source="post: 2384064" data-attributes="member: 13164"><p>Action points are a special pool of "heroicalness" that characters in certain systems gain a certain amount of each level (usually the amount gained each level progressively increases), or something the player is awarded by the DM/GM for heroic actions in-game, playing in-character, etc. They're not handed out like candy (or XP, or XP candy... something my players wish they could get their PCs' grubby hands on). In d20 Modern, an action point adds a +1d6 bonus to any one attack, save, or check. It also allows characters to use some especially heroic class abilities (the Tough hero's Second Wind, for example). You could incorporate action points for those times when a character really deserves some sort of heroic boost they can use at some point in the future. You could also allow the benefit of an action point at a time like this, when they have no way within the rules to do it, but you believe their willpower should carry them through.</p><p></p><p>Anyway, you could either have the "action point" add a certain die type to the roll, or just grant a flat statistical bonus. If you chose to use such an option as action points, that is. I like the idea presented previously that for each additional 2 points of damage a character takes beyond the requirement, they gain a +1 bonus to the Strength check... but I think it should be a bonus to the Escape Artist check, instead. After all, you don't become effectively stronger by hurting yourself... you make your hands more flexible so they can slip through more easily.</p></blockquote><p></p>
[QUOTE="genshou, post: 2384064, member: 13164"] Action points are a special pool of "heroicalness" that characters in certain systems gain a certain amount of each level (usually the amount gained each level progressively increases), or something the player is awarded by the DM/GM for heroic actions in-game, playing in-character, etc. They're not handed out like candy (or XP, or XP candy... something my players wish they could get their PCs' grubby hands on). In d20 Modern, an action point adds a +1d6 bonus to any one attack, save, or check. It also allows characters to use some especially heroic class abilities (the Tough hero's Second Wind, for example). You could incorporate action points for those times when a character really deserves some sort of heroic boost they can use at some point in the future. You could also allow the benefit of an action point at a time like this, when they have no way within the rules to do it, but you believe their willpower should carry them through. Anyway, you could either have the "action point" add a certain die type to the roll, or just grant a flat statistical bonus. If you chose to use such an option as action points, that is. I like the idea presented previously that for each additional 2 points of damage a character takes beyond the requirement, they gain a +1 bonus to the Strength check... but I think it should be a bonus to the Escape Artist check, instead. After all, you don't become effectively stronger by hurting yourself... you make your hands more flexible so they can slip through more easily. [/QUOTE]
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How would you rule for pulling yourself free from manacles?
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