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*Pathfinder & Starfinder
More Action-Type Points to Reward Role-Playing
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<blockquote data-quote="Alex319" data-source="post: 4438024" data-attributes="member: 45678"><p>This makes cool points very good, possibly brokenly so. It essentially says that "one out of every ten attacks, you can spend a cool point to turn a miss into a hit." Since you are giving out several cool points per encounter, and the total number of attack rolls players are likely to make during an encounter is only about 15-25 (5 players times 3-5 rounds) that basically means that almost every time the +2 would make a difference, players will have a cool point to spend to use it. This effectively gives players a +2 to all attack rolls, and they will still likely have points left over to spend on other things. (And they can even get the same effect as above on other things, like saves and skill checks.)</p><p></p><p>-----------</p><p></p><p>Also, your action point idea has a similar problem with being able to retroactively alter a die roll. For example, if I have the action surge feat and use an action point as described in option (2), I get a retroactive +5 increase in the attack roll. Retroactive attack roll boosts are very good, normally limited to a small number of powers and racial abilities, and giving them to essentially everybody could easily unbalance the game.</p><p></p><p>Finally, the way you award action points seems to eliminate any incentive to conserve them. The way it is now, if it is the last encounter of a session or the second encounter in a milestone, there is no reason not to burn your action point if you have one. Normally, conserving action points is a strategic element of the game. I am interested in why you chose to make this change. (Don't forget that under the standard rules, you can only use one action point per encounter, so it is already impossible to hoard large quantities of action points in order to "go nova" with them in a single encounter.)</p></blockquote><p></p>
[QUOTE="Alex319, post: 4438024, member: 45678"] This makes cool points very good, possibly brokenly so. It essentially says that "one out of every ten attacks, you can spend a cool point to turn a miss into a hit." Since you are giving out several cool points per encounter, and the total number of attack rolls players are likely to make during an encounter is only about 15-25 (5 players times 3-5 rounds) that basically means that almost every time the +2 would make a difference, players will have a cool point to spend to use it. This effectively gives players a +2 to all attack rolls, and they will still likely have points left over to spend on other things. (And they can even get the same effect as above on other things, like saves and skill checks.) ----------- Also, your action point idea has a similar problem with being able to retroactively alter a die roll. For example, if I have the action surge feat and use an action point as described in option (2), I get a retroactive +5 increase in the attack roll. Retroactive attack roll boosts are very good, normally limited to a small number of powers and racial abilities, and giving them to essentially everybody could easily unbalance the game. Finally, the way you award action points seems to eliminate any incentive to conserve them. The way it is now, if it is the last encounter of a session or the second encounter in a milestone, there is no reason not to burn your action point if you have one. Normally, conserving action points is a strategic element of the game. I am interested in why you chose to make this change. (Don't forget that under the standard rules, you can only use one action point per encounter, so it is already impossible to hoard large quantities of action points in order to "go nova" with them in a single encounter.) [/QUOTE]
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