Rith the Wanderer
First Post
ozziewolf said:I mentioned the same thing further up in the thread and you chose to ignore it and just respond with more snarkiness. That's not even etting into the fact of how obvious the problem is. When the issue of trivializing the encounters comes up and I'm sure it will, I can tell you a very easy fix to balance the problem. You can just make the action point usable once per encounter. Wait a second...
They're not going to use them on easy to normal encounters... so where else would they use these horded points besides difficult encounters to make them easy?
Our group tends to use them to be dramatic. Most of us are fairly non-optimized, and just like to do things that seem interesting and fun(this is not to imply that this is the best way to play DnD, I would say out of all of us I am the most optimizing player). Thus, the action points usually come out when somebody is unconcious or about to go down and they want to run in and heal or tank or generally do something action-like. If this seems like it's describing your group, you might like this house rule. If not, well then its less likely to work out to be more fun.
I can definitely see it being a problem in a group that wants to save them all up and use them all together to end an encounter in a couple of rounds. I am not trying to say that this is how the rules should have been, or that everyone should use this house rule. Its been fun for us so far.

That said, RAW I have to agree that the intention is the every other rule. The variability rule seems like it doesn't affect much as long as its after a really hard encounter (on an average game day of 5 encounters, you'd normally end up with 3 to use over those five encounters, if one is particularly resource draining adding in that extra 1 action point can help keep the party going the rest of the day). Also if for some reason you end up with an extra long day (there is no opporunity to rest anywhere) or you made something harder than you intended it to be, an extra action point may be able to prevent character deaths.