Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Adversarial DM
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ozmar" data-source="post: 1505870" data-attributes="member: 8021"><p>Another idea:</p><p>You could determine pre-designated rules for when and how an NPC will use his action points. Your house rule of "survival points" in effect does this, by saying that NPCs will only use action points defensively. But you could also say that NPCs will use all their action points at every opportunity until they are gone. You could say certain NPCs (aggressive NPCs) will only use them for criticals, some (defensive NPCs) will only use them for defense, and some will only use them for fumbles. Or perhaps all or some will use their action points based on their status: as long as they have more than 50% of their hit points (or VP) they will be agressive and confirm criticals, and once they drop below 50%, they begin to act defensively.</p><p></p><p>I am thinking that some variation of this idea means that the NPCs act in a formulaic/predictable manner in regards to the use of their action points, and thus it removes the onus of acting arbitrarily from the GM. For example, if NPCs always use their action points as fast as possible, and always in every way possible, then a character who dies by a critical knows that it doesn't mean that the GM decided to kill them - it means that the NPC had action points left.</p><p></p><p>If you use some predictable mechanic, you might consider letting the players know which character is using which algorithm (full disclosure) and even letting them know how many action points the opponents have remaining (perhaps after 2 rounds of combat, the heroes get a feel for the tactics and strength of the opposition). This would allow the players more control over their own use of action points and consequently the flow of the game. It also provides fair warning so they can assess the risk to their characters.</p><p></p><p>Another idea I just thought of: You might re-introduce dice to the mechanic, by adding die rolls to whichever algorithm you design. For example, maybe all NPCs use their action points at every defensive opportunity, but only on a roll of 1-2 (on a d6) do they use them for fumbles, and only on a 1 do they use them for crits?</p><p></p><p>Ozmar the Action-Oriented DM</p></blockquote><p></p>
[QUOTE="Ozmar, post: 1505870, member: 8021"] Another idea: You could determine pre-designated rules for when and how an NPC will use his action points. Your house rule of "survival points" in effect does this, by saying that NPCs will only use action points defensively. But you could also say that NPCs will use all their action points at every opportunity until they are gone. You could say certain NPCs (aggressive NPCs) will only use them for criticals, some (defensive NPCs) will only use them for defense, and some will only use them for fumbles. Or perhaps all or some will use their action points based on their status: as long as they have more than 50% of their hit points (or VP) they will be agressive and confirm criticals, and once they drop below 50%, they begin to act defensively. I am thinking that some variation of this idea means that the NPCs act in a formulaic/predictable manner in regards to the use of their action points, and thus it removes the onus of acting arbitrarily from the GM. For example, if NPCs always use their action points as fast as possible, and always in every way possible, then a character who dies by a critical knows that it doesn't mean that the GM decided to kill them - it means that the NPC had action points left. If you use some predictable mechanic, you might consider letting the players know which character is using which algorithm (full disclosure) and even letting them know how many action points the opponents have remaining (perhaps after 2 rounds of combat, the heroes get a feel for the tactics and strength of the opposition). This would allow the players more control over their own use of action points and consequently the flow of the game. It also provides fair warning so they can assess the risk to their characters. Another idea I just thought of: You might re-introduce dice to the mechanic, by adding die rolls to whichever algorithm you design. For example, maybe all NPCs use their action points at every defensive opportunity, but only on a roll of 1-2 (on a d6) do they use them for fumbles, and only on a 1 do they use them for crits? Ozmar the Action-Oriented DM [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Adversarial DM
Top