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<blockquote data-quote="Croesus" data-source="post: 5422113" data-attributes="member: 35019"><p>In my last iteration of the system my group used, we expanded the idea to cover all classes. Non-spellcasters had a similar pool of "action" points that could be used for special maneuvers. Most feats required action points to use. </p><p></p><p>Some examples:</p><p>Cleave - one action point per cleave attempt. </p><p>Trip, grapple, disarm, etc. - +2 to roll per action point spent, plus one point spent to attempt the maneuver. </p><p>Dodge - gain a one round dodge bonus of +2 per action point spent. </p><p>Power Attack - gain a one round bonus of +2 damage per action point spent. </p><p>Sneak Attack - one action point per two dice of damage, up to max dice allowed by level</p><p></p><p>We also added new feats to give characters additional options. For example, spend action points to bypass damage reduction, or to allow a sneak attack against opponents normally immune to them.</p><p></p><p>I really like the idea of a unified mechanic that allowed all classes to do extra stuff, but the trade off was a limited pool of points. That would neatly counter the issue some groups had with APAATT, "trip monkey", etc., while still allowing characters to use such maneuvers. My players, however, preferred having non-spellcasters be simpler to play, and managing action points was another distraction at the table, so we ended up keeping the system only for spellcaters. Oh well... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Croesus, post: 5422113, member: 35019"] In my last iteration of the system my group used, we expanded the idea to cover all classes. Non-spellcasters had a similar pool of "action" points that could be used for special maneuvers. Most feats required action points to use. Some examples: Cleave - one action point per cleave attempt. Trip, grapple, disarm, etc. - +2 to roll per action point spent, plus one point spent to attempt the maneuver. Dodge - gain a one round dodge bonus of +2 per action point spent. Power Attack - gain a one round bonus of +2 damage per action point spent. Sneak Attack - one action point per two dice of damage, up to max dice allowed by level We also added new feats to give characters additional options. For example, spend action points to bypass damage reduction, or to allow a sneak attack against opponents normally immune to them. I really like the idea of a unified mechanic that allowed all classes to do extra stuff, but the trade off was a limited pool of points. That would neatly counter the issue some groups had with APAATT, "trip monkey", etc., while still allowing characters to use such maneuvers. My players, however, preferred having non-spellcasters be simpler to play, and managing action points was another distraction at the table, so we ended up keeping the system only for spellcaters. Oh well... :) [/QUOTE]
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