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Static Save Defense instead of dynamic saving throws.

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.
 

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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.

In most systems I'm familiar with that use action/fate/destiny/force/whatever points, the purpose is to allow big crazy cinematic action at critical moments. They let you do things and take chances you couldn't normally take. If you are relying on action points to keep character's alive, especially with all the 'turn it up to 11' things being added in, I think you are going to be disappointed in how it actually plays out.
 

Just as a note, I am actually on the side that believe static save defenses is a bad idea, I'm just saying action points may help to curb the net problems with it so that the benefits can shine through.
 

Well, my main reason for introducing action points into my non-Eberron 3E campaign was to give the player characters a chance to boost a critical saving throw. In particular, a natural '1' on a saving throw can no longer happen.

Another common use for action points in my campaign is to auto-stabilize when hit points drop below 0.

Finally, they are also often used against particularly tough enemies to boost attack rolls or spell resistance checks when a combat turns ugly.

They're rarely used to boost skill checks, but that is mostly because failed skill checks are rarely fatal and skills rapidly decrease in relevance when reaching higher levels.

So, you're partially correct in saying that it indicates a flaw in the system, if action points are required. The flaws in question in 3E seem to save-or-die effects, the death rules and to a lesser degree spell resistance and armor class.

If I'm not mistaken all of these will be addressed in some way in 4E, which is why I am mostly looking forward to it.
 

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