Stalker0 said:However, there is a HUGE difference between a readied action and an action point. Readied actions require a player conscious choice without foreknowledge of the future. Often, action points can be spent as immediate action in response to something else.
Its the equivalent of "oh, he's throwing a fireball? Well I move out of the way before it lands."
It doesn't matter if the mechanics are different, his point remains. If a game mechanic or rule is dependent on Action Points to work and does not work in a campaign that does not use Action Points (or one where PCs are out of Action Points), there's a likelihood that the rule is problematic.
Stalker0 said:For example, with standard rules it is very hard to create a very gritty yet big overarching story campaign. If a character can easily die in one hit, then how can you expect players to survive several adventures without dieing? Answer...action points!! They allow you to set the world a certain way, but allow the players to cheat a bit...just like heroes do in stories all the time.
Action Points in most game systems are for cinematic action, not for gritty action.
SWSE allows action points to be used to prevent death, but that is because a PC dies at 0 hit points. There is no buffer of points below zero in SWSE.
Eberron does not allow action points to be used to prevent death (outside of stabilization). If a PC gets to -10 in Eberron, Action Points won't save him. But Eberron is a lot more gritty than Star Wars.
You appear to be equating gritty with deadly.