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Problem with action points
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1750760" data-attributes="member: 12332"><p>Well, once you get players USED to using APs, you don't have the problem of hoarders, because, in general, there's only so many APs you can spend in a given session. So diminishing returns means (for illustration purposes) 5 APs and 25 APs are roughly equal in value if, in a given level, you find you need to spend only 5 APs. There's no POINT in having 100 APs and, really, 100 APs is worth no more than 5 APs, if 5 APs is what you'll need. In fact, the guy with 100 APs has HURT himself because his APs have, effectively, declined sharply in value as the moments in which they would be valuable has passed. </p><p></p><p>BUT, I do think there's a better system for APs. Indeed! Grim Tales. I think GTs AP system is a bit better because it doesn't have a learning curve. (Actually it has three settings, each with its own learning curve, but I'll illustrate one here, since it's probably what you're looking for.) This is the AP system I use for my Modern Superheroes game.</p><p></p><p>Characters get 5 + (1/2 Level) APs. They recieve these APs at the begining of a plot arc. At the begining of the next plot arc, they recieve 5 +1/2lvl again. APs don't add together, they refresh.</p><p></p><p>This tells the players that they have to USE those APs. You can't save them up for a rainy day. If a situation looks tight, burn an AP, it'll come back. You're not going to have "All The APs I Need" when a big situation breaks loose and, what, you need to spend 30 APs in 30 rounds? Nobody will.</p><p></p><p>Print out a quicksheet of "What You Can Do With APs" and give them to the players at the table. This will remind them that there are things they can do with their APs. They've gotten used to the system pretty quickly. Now they'll make a roll, hold up their hand so I don't rule on it right away, and decide if they need to burn an AP on it or not. </p><p></p><p>You can also refresh Per Session, but that can lead to them refreshing in the middle of a dramatic situation, for instance, which is why I went with Per Story Arc. Story Arc gives them SOME incentive to save up APs (for the climax) but I haven't seen them get too unduly worried about it. Everybody burned 3 APs or so last session, which was more than anybody had used in a single session so far, but none of the players were freaked out ... eventually they'll even begin to think about WHEN the AP would make for the most dramatic situation.</p><p></p><p>I also have an award system for APs. I use them to confirm Criticals and Fumbles (Fumbles are the most fun, really), and I use them when I do something bad to a PC "For The Betterment of the Story", which the players actually like. ( I.E. - "You wake up to find your car stolen, Bob. Have an AP. Now, what're you going to do without a car?" Etc etc.) I hand out APs as awards, as well, for good Role Playing. The Good Role Playing awards are special APs that "carry over". So if you get Golden AP and don't spend it, it'll tack on to your APs when they refresh. Golden APs are the first ones used, however, to keep people from hoarding again.</p><p></p><p>My LAST suggestion, and anecdote from my own table, is an element I stole from Savage Worlds. I use cards for initiative. Shuffle, deal a card around the table, that's the "number" rolled. It makes initiative faster (you can see who goes when) and I don't have to roll and note Init for a half-dozen baddies, I just deal myself six cards. I leave the jokers in. If you get a joker, for that round you have a free AP. It goes away when initiative is re-dealt, so use it or lose it. (It's also the only way Mooks get APs.) I also choose one card from the deck that, when dealt, you have -2 to all actions on that round. Just an additional spice of life. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1750760, member: 12332"] Well, once you get players USED to using APs, you don't have the problem of hoarders, because, in general, there's only so many APs you can spend in a given session. So diminishing returns means (for illustration purposes) 5 APs and 25 APs are roughly equal in value if, in a given level, you find you need to spend only 5 APs. There's no POINT in having 100 APs and, really, 100 APs is worth no more than 5 APs, if 5 APs is what you'll need. In fact, the guy with 100 APs has HURT himself because his APs have, effectively, declined sharply in value as the moments in which they would be valuable has passed. BUT, I do think there's a better system for APs. Indeed! Grim Tales. I think GTs AP system is a bit better because it doesn't have a learning curve. (Actually it has three settings, each with its own learning curve, but I'll illustrate one here, since it's probably what you're looking for.) This is the AP system I use for my Modern Superheroes game. Characters get 5 + (1/2 Level) APs. They recieve these APs at the begining of a plot arc. At the begining of the next plot arc, they recieve 5 +1/2lvl again. APs don't add together, they refresh. This tells the players that they have to USE those APs. You can't save them up for a rainy day. If a situation looks tight, burn an AP, it'll come back. You're not going to have "All The APs I Need" when a big situation breaks loose and, what, you need to spend 30 APs in 30 rounds? Nobody will. Print out a quicksheet of "What You Can Do With APs" and give them to the players at the table. This will remind them that there are things they can do with their APs. They've gotten used to the system pretty quickly. Now they'll make a roll, hold up their hand so I don't rule on it right away, and decide if they need to burn an AP on it or not. You can also refresh Per Session, but that can lead to them refreshing in the middle of a dramatic situation, for instance, which is why I went with Per Story Arc. Story Arc gives them SOME incentive to save up APs (for the climax) but I haven't seen them get too unduly worried about it. Everybody burned 3 APs or so last session, which was more than anybody had used in a single session so far, but none of the players were freaked out ... eventually they'll even begin to think about WHEN the AP would make for the most dramatic situation. I also have an award system for APs. I use them to confirm Criticals and Fumbles (Fumbles are the most fun, really), and I use them when I do something bad to a PC "For The Betterment of the Story", which the players actually like. ( I.E. - "You wake up to find your car stolen, Bob. Have an AP. Now, what're you going to do without a car?" Etc etc.) I hand out APs as awards, as well, for good Role Playing. The Good Role Playing awards are special APs that "carry over". So if you get Golden AP and don't spend it, it'll tack on to your APs when they refresh. Golden APs are the first ones used, however, to keep people from hoarding again. My LAST suggestion, and anecdote from my own table, is an element I stole from Savage Worlds. I use cards for initiative. Shuffle, deal a card around the table, that's the "number" rolled. It makes initiative faster (you can see who goes when) and I don't have to roll and note Init for a half-dozen baddies, I just deal myself six cards. I leave the jokers in. If you get a joker, for that round you have a free AP. It goes away when initiative is re-dealt, so use it or lose it. (It's also the only way Mooks get APs.) I also choose one card from the deck that, when dealt, you have -2 to all actions on that round. Just an additional spice of life. --fje [/QUOTE]
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