• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Should I add Action Points to my game?

Finley DaDum said:
I am starting a campaign as a player that will be using them with slight adjustments so hopefully I will get the other side of the picture.

I've been in his Eberron game since 8th level. They tend to get ignored until we're in the "big massive fight" or almost to the next level, then burned like cordwood. At least in my case, that is.

The only problem I have with Action Points is that they tend to ONLY get used for Saves and Attack rolls.

I'm the GM for this new campaign and I'm planning on using a self-designed "hero point" system that purposely DOES NOT allow them to be used for Saves and Attack rolls. Mostly I want them to be used for other things. Like "1 hero point to use a feat that you don't currently have for 1 round", "1 point to attempt something not covered by the rules" and "2 hero points to take half damage from any one opponent's attacks. But only if the damage would otherwise kill you"

We'll see how it works out. Worst case scenario I go back to Action Points, but continue to allow some of the special stuff.
 

log in or register to remove this ad

I, too, like the GT 'give and take' aspect. Lots of fun to roll a die, grin, and toss the player a poker chip to put the fear of god into them.

I generally like APs scarce, though, around 5 per 'adventure'. Too many and I've found they become a crutch, with the party members blowing APs to guarantee successes rather than accept minor setbacks and have to find an alternate solution.

In a low power or low magic game, they provide a nice cushion against a bad run of luck, and help alleviate the lack of healing. In a higher power game, I'd cut them back even further, maybe 1 per (plus any gained from NPC use).
 

Here's where an action point type system helps me as DM:

* it helps me not hold back. I know I can throw everything I have at them and even with bad die rolls they can still prevail.
* it helps them be heroic when they decide to be heroic, not just when the dice roll in their favor.

However, the standard action point mechanic isn't enough for me -- there's still too much of a chance of using that precious action point and having it do no good. So I would either let them use it after they know it might be of some good, or would just instead let it be a bit more loosey goosey (it just lets you succeed or otherwise circumvent a clunky rule if you want to).

I run a D&D game with one "screw the rules" opportunity per game per player. If they want to use it to succeed on a saving throw or attack roll or skill check or ability check or just do something they normally couldn't due to rules constraints, it's automatically successful.
 

EricNoah said:
I run a D&D game with one "screw the rules" opportunity per game per player. If they want to use it to succeed on a saving throw or attack roll or skill check or ability check or just do something they normally couldn't due to rules constraints, it's automatically successful.

I used hero points -- an alternative to action points -- for the same basic idea with great success. Characters got one per level. A hero point could be used to guarantee success on a roll, or guarantee failure on an opponents role, or to stabilize a dying character.

It made the game a little less deadly since I didn't pull any punches, plus characters couldoccaisionally pull off something heroic that they wouldn't normally attempt due to really low odds.
 

EricNoah said:
* it helps me not hold back. I know I can throw everything I have at them and even with bad die rolls they can still prevail.
* it helps them be heroic when they decide to be heroic, not just when the dice roll in their favor.

Me, too!

IMC, I give PCs "Fate Points", which are more like Force Points than Action Points. Here's what you can do with them:


* Use #1: "Use the Force, Luke!" -- add dice to a roll... nearly any roll (except HP), depending on your character level (ECL, not just HD). You must decide to use your Fate Point before rolling. Extra dice as follows:
- 1-4: +1d6
- 5-8: +1d8
- 9-12: +2d6
- 13-16: +2d8
- 17-20: +3d6

* Use #2: "Hold my beer. Watch this!" Pull off a daring stunt by "taking 20" on a single skill check. You spend the point and don't have to roll.

* Use #3: "I'm not dead yet!" -- avoid going into negative hp, instead you have exactly 0 hp.

* Use #4: "Judo-chop!" -- automatically confirm a single critical hit.

* Use #5: "Let me check my notes..." -- You gain an immediate clue to your current situation. This may be anything from "think word puzzle" to "they're immune to mind-affecting effects".


Cheers, -- N
 

Piratecat: if I recall correctly, you give out XP slower than standard, no? Keep that in mind when you're determining how to give out APs.

Btw, they're awesome.
-blarg
 

Piratecat said:
I'm considering adding Action Points to my non-Eberron game, using the rules found in Eberron (5+1/2 lvl every level, using non-exploding and non-stacking d6s to get a bonus of 1-6 points on a d20 roll.)

I've got to admit, though, I'm a little hesitant. How are they working out for people? Is there anything I should be aware of before instituting them?

Absolutely! They're pretty far from broken if thats what you're afraid of. Give 'em a try with the stipulation that if they hurt the game you're taking them out.
 

I use a similar system and think it worked really well - even though the ones I give are more limited and they get less of them.
 

Can Action Points hurt? Probably not. But if you don't like them, you can take them away.

It's mostly a way to make players feel and act a little bit more heroic.
 

Players can be a little conservative with their APs once they get used to using them.

I run D20 Modern, not DnD. In Modern, saves vs massive damage come up all the time. Players often save their AP in order to ensure they make these checks, even if it means "they just missed by one" several times in combat. In DnD (I'm still a player), players often save them up in order to make saves vs magic. The rule that only lets you spend one AP per round could probably be safely removed.
 

Into the Woods

Remove ads

Top