Problem with action points

Laslo Tremaine said:
We love the way they work in M&M, and have no desire to change the way they are replenished. When we start our d20 Future game, we will definitely use this method, although we will probably give people 3 APs per session to start and then see if we want to increase that number later as we grow familiar with it.
I actually prefer M&M's Hero Points to APs as well. Actually, APs are my second-least-favorite "drama" mechanic (Force Points are my least). But I like all such mehcanics on principle, so I deal. :)
 

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When we first started playing Modern, I (as a player) was pretty bad about hoarding my APs. I fell into the "you never know when you might need one" camp. As we've played more I've definitely become more ready to spend them. For example, when I got the third level, I had something like 12-14 APs (only used one or two). Nowadays my seventh level guy currently has 2 APs.

We do give out bonus AP. Our system is that everyone (players and DM) gets two-three poker chips at the beginning of the session. If someone does something that you find particularly cool/amusing/in character/whatever, you give them an chip. When a player collects 5 chips, they get an action point. Works pretty well and usually results in one player getting an extra AP each night. Not over the top, but it's a cool reward for good role playing.
 

I don't really like that there's no cap on the APs in d20 Modern, but its not caused any problems. I guess that's just me being used to the 5 Force Point cap for non-Force Users in Star Wars d20. :)
 

From what I've seen, Spycraft seems to do this the best. You get a certain number of action dice each mission which you can use in a wide variety of ways (including healing yourself, adding to Defense/AC, and confirming criticals). What really makes it cool, IMO, is the the GM get's action dice too. Each time the GM awards one to the PCs, he gets one too. The GM doesn't have to use them but they are there to help when the dice don't go your way. In fact, Spycraft encourages the GM to hand out action dice to your players, so he gets more too!

In my D&D campaign we used a mix of action dice and action points. You could spend them to reroll a die or even use a feat you didn't have for one round (but only if it was "cool"). We even used them for interesting, out of combat effects. Once, the druid wanted to cast treeshape on some elf PCs so they could hide when their cart was inspected by drow guards. Its a personal range spell, but I let him blow two action dice to cast it on the two other PCs. This is a way to make the rules step aside when they get in the way of a fun game.
 

Seeing as how I cut my RPG teeth playing Vampire and Mage, I tend to treat AP's like White-Wolf treats Willpower; each player has Cha. bonus+5 action points at the beginning of each story, with action points returning at the rate of one per day. Keeping the number fairly low and having them return slowly encourages the players to use them while adding a bit of strategy at the same time. I find that the base system gives out too many points overall, and I also hate the idea that a 20th level character might concievably use all his action points and be unable to make use of certain class features.
 

If Action Points in general aren't your thing, try Swashbuckling Cards:

http://barsoom.hyboria.net/Swash.html

My players squeal like little girls when I hand these out. They're fun, funny, and can't be hoarded. Just little nuggets of inspiration when you need them. Alter how they get handed out -- nowadays I give out two per session, but for a while I was simply replacing them as they were used (so you always had one in your back pocket).

Seriously.
 



thanks for all the replies. While there are many opinions on this matter, there seems to be a prevalence of houserules for how AP can be spent. What are you favorites?

So far, being able to confirm a critical without rolling again seems pretty good.
How about being able to take 10/20 when you normally couldn't?
 
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Well, to combat hoarding, I use them like Shadowrun Karma...

They can spend them to purchase (They're gone. Goodbye) feats, skills, little bonuses here and there, contacts, etc.

They can use them, and they refresh after a certian amount of time.

I run a tough mIRC game wehre the players burn through AP's, but it's intended to be a splatter-fest, and frankly, if it wasn't for AP's, the whole group would be dead.

Are they bitching about the lack of AP's?

No.

Why? Because most of them remember that a game without threat of death is no fun. That not everyone is created equal. And some people are luckier than others.
 

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