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Problem with action points
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<blockquote data-quote="sinmissing" data-source="post: 1750607" data-attributes="member: 1960"><p>I really <strong>do not</strong> like the way characters get action points. The finite nature of the AP pool is too meta-gamey and too much long term resource management. If this were a fate based game, I could totally understand that once you run out of APs, that's it, but the system as it stands seems counter intuitive to the nature of d20 in general.</p><p></p><p>Now I haven't played modern that often, but I've had a player more than once hoard APs because they weren't sure they would have enough when they "really" needed it, and then not realise they "really need it" until it was too late.</p><p></p><p>I'm imagining other ways that AP acquisition makes for a lousy game. What happens when two players play your game. 1 Player goes out of their way to be heroic, engage the game, and thrill his GM and fellows, and winds up spending alot of action points. The other player participates, but is cautious, hangs back, and hoards his action points. After several levels, player 1 has almost no points, player 2 has lots. Now 20th level characters with no action points is stylistic interesting; the hero at the end of his rope, whose pushed luck once to many times and now luck is coming at him with both barrels blazing; but this doesn't work for me in general. It just doesn't seem fair.</p><p></p><p>If I were to think about changing the system of AP acquisition, I might borrow an idea from the Savage Worlds benny system. Bennies in Savage Worlds are like Action Points in d20 Modern. A player gets x number of bennies every session, and they can't hoard them. You use them you lose them, you don't use them you lose them. I like this idea alot, because it gives a player at least one or two times to be heroic, a chance to avoid dumb luck, and most importantly not suffer long term setbacks because they've run out of bennies.</p><p></p><p>The problem I'm having, which I'd like to open for discussion, is how many action points are typically burned in a session? Again, my experience is limited, but I'm guessing that a conservative player spends about 1 or 2 a session, while the spendthrift doubles that. I'm thinking 3 Action Points each session is about right, and a feat could give you another one. (Luck)</p><p></p><p>What is your experience, and do I have the whole AP thing wrong? Is it really kewl, or am I tuning in to a commonly debated topic?</p></blockquote><p></p>
[QUOTE="sinmissing, post: 1750607, member: 1960"] I really [b]do not[/b] like the way characters get action points. The finite nature of the AP pool is too meta-gamey and too much long term resource management. If this were a fate based game, I could totally understand that once you run out of APs, that's it, but the system as it stands seems counter intuitive to the nature of d20 in general. Now I haven't played modern that often, but I've had a player more than once hoard APs because they weren't sure they would have enough when they "really" needed it, and then not realise they "really need it" until it was too late. I'm imagining other ways that AP acquisition makes for a lousy game. What happens when two players play your game. 1 Player goes out of their way to be heroic, engage the game, and thrill his GM and fellows, and winds up spending alot of action points. The other player participates, but is cautious, hangs back, and hoards his action points. After several levels, player 1 has almost no points, player 2 has lots. Now 20th level characters with no action points is stylistic interesting; the hero at the end of his rope, whose pushed luck once to many times and now luck is coming at him with both barrels blazing; but this doesn't work for me in general. It just doesn't seem fair. If I were to think about changing the system of AP acquisition, I might borrow an idea from the Savage Worlds benny system. Bennies in Savage Worlds are like Action Points in d20 Modern. A player gets x number of bennies every session, and they can't hoard them. You use them you lose them, you don't use them you lose them. I like this idea alot, because it gives a player at least one or two times to be heroic, a chance to avoid dumb luck, and most importantly not suffer long term setbacks because they've run out of bennies. The problem I'm having, which I'd like to open for discussion, is how many action points are typically burned in a session? Again, my experience is limited, but I'm guessing that a conservative player spends about 1 or 2 a session, while the spendthrift doubles that. I'm thinking 3 Action Points each session is about right, and a feat could give you another one. (Luck) What is your experience, and do I have the whole AP thing wrong? Is it really kewl, or am I tuning in to a commonly debated topic? [/QUOTE]
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