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Should I add Action Points to my game?
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<blockquote data-quote="Li Shenron" data-source="post: 2826386" data-attributes="member: 1465"><p>Most often I do have some issues with AP and prefer not to use them:</p><p></p><p>I don't like AP to be usable <em>after </em>a roll is made, because in my opinion they often end up neutralizing the effect of bad luck, at least if the AP system allows the bonus to be very high after a certain level. I just don't like this, I like luck to be an important part of the game, for good or bad. I wouldn't like luck to be <em>dominating</em> but I think that with the current 3ed rules it isn't, players most of the time manage to do what they want, and if I want to increase this even more I'd rather boost the PC some other way. However, I do understand that many players want even more control over bad luck.</p><p></p><p>I also don't like how often AP are abstract from the characters. At least I much prefer if there's an in-game explanation, whatever clumsy that may be...</p><p></p><p>Overall I think AP are redundant. In a way, you have two "forces" which determine events: your player's decision, and the luck of the dice. AP work like "letting you control the luck of the dice", however you would be doing that anyway with your decisions. By converse, there could be an opposite system of rolling dice for a chance to force you to change your player's decision against your will, but that would be just as redundant (and much more hated) since the dice already do that.</p><p></p><p>So my conclusion is that in general AP serve the purpose of reducing the importance of luck, by changing luck directly. I personally prefer to reduce the importance of luck by directly give the PC more features, or at least not to allow that after you've seen the outcome of luck itself.</p><p></p><p>That said, I am quite ok to use certain systems akin to AP. For example, in Rokugan there are Void points. They are more or less the same but at leat IMHO the benefit from these facts:</p><p></p><p>- they are optional: since you need to spend feats to be able to use them in different ways, a player who doesn't want to use them can just spend feats for different benefits</p><p></p><p>- for the same reason, each player controls how complicated is to use void point, and doesn't have to remember too many uses (because new uses require new feats or class abilities under your choice)</p><p></p><p>- they have an in-game explanation related to self-attunement with the Void (5th element)</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2826386, member: 1465"] Most often I do have some issues with AP and prefer not to use them: I don't like AP to be usable [I]after [/I]a roll is made, because in my opinion they often end up neutralizing the effect of bad luck, at least if the AP system allows the bonus to be very high after a certain level. I just don't like this, I like luck to be an important part of the game, for good or bad. I wouldn't like luck to be [I]dominating[/I] but I think that with the current 3ed rules it isn't, players most of the time manage to do what they want, and if I want to increase this even more I'd rather boost the PC some other way. However, I do understand that many players want even more control over bad luck. I also don't like how often AP are abstract from the characters. At least I much prefer if there's an in-game explanation, whatever clumsy that may be... Overall I think AP are redundant. In a way, you have two "forces" which determine events: your player's decision, and the luck of the dice. AP work like "letting you control the luck of the dice", however you would be doing that anyway with your decisions. By converse, there could be an opposite system of rolling dice for a chance to force you to change your player's decision against your will, but that would be just as redundant (and much more hated) since the dice already do that. So my conclusion is that in general AP serve the purpose of reducing the importance of luck, by changing luck directly. I personally prefer to reduce the importance of luck by directly give the PC more features, or at least not to allow that after you've seen the outcome of luck itself. That said, I am quite ok to use certain systems akin to AP. For example, in Rokugan there are Void points. They are more or less the same but at leat IMHO the benefit from these facts: - they are optional: since you need to spend feats to be able to use them in different ways, a player who doesn't want to use them can just spend feats for different benefits - for the same reason, each player controls how complicated is to use void point, and doesn't have to remember too many uses (because new uses require new feats or class abilities under your choice) - they have an in-game explanation related to self-attunement with the Void (5th element) [/QUOTE]
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