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Should I add Action Points to my game?
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<blockquote data-quote="Glyfair" data-source="post: 2825130" data-attributes="member: 53"><p>It's not for every campaign, but I think they are a fine fit from what I know of yours. They aren't ideal for the grim & gritty type campaigns.</p><p></p><p>I do agree that sometime players forget they have them. That ends up with a lot of rushed uses of them as players get ready to level and realize they still have all or most of their action points left. That changes once players get used to them.</p><p></p><p>Personally, I avoid the whole "you can't use an action point once the DM tells you whetehr you succeed or not." It just makes the whole use of them too metagamy for me, and tends to penalize players who don't know the system as well (some players know their target numbers for skills better than others, and will know whether their roll succeeds immediately).</p><p></p><p>I also recommend expanding their use in minor ways, too. For example, assume in a low level campaign the PCs escape from a jail and stumble upon an armory. The fighter looks for his favored weapon of the scimitar and you don't have one in the armory. If a player spends an action point you might allow them to find a scimitar there. </p><p></p><p>This sort of thing tends to encourage players to think about creative ways to use their action points and players tend to think about their use more often. </p><p></p><p>Players will be making their rolls more often. The close calls will more often become hits, especially in key situations. This means to give the same challenge to players you'll need to up the ante a bit and perhaps allow the key players a few action points (Eberron has a feat that will give NPCs 3 action points).</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2825130, member: 53"] It's not for every campaign, but I think they are a fine fit from what I know of yours. They aren't ideal for the grim & gritty type campaigns. I do agree that sometime players forget they have them. That ends up with a lot of rushed uses of them as players get ready to level and realize they still have all or most of their action points left. That changes once players get used to them. Personally, I avoid the whole "you can't use an action point once the DM tells you whetehr you succeed or not." It just makes the whole use of them too metagamy for me, and tends to penalize players who don't know the system as well (some players know their target numbers for skills better than others, and will know whether their roll succeeds immediately). I also recommend expanding their use in minor ways, too. For example, assume in a low level campaign the PCs escape from a jail and stumble upon an armory. The fighter looks for his favored weapon of the scimitar and you don't have one in the armory. If a player spends an action point you might allow them to find a scimitar there. This sort of thing tends to encourage players to think about creative ways to use their action points and players tend to think about their use more often. Players will be making their rolls more often. The close calls will more often become hits, especially in key situations. This means to give the same challenge to players you'll need to up the ante a bit and perhaps allow the key players a few action points (Eberron has a feat that will give NPCs 3 action points). [/QUOTE]
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