Using Action Points in a "Vanilla" DND Campaign

frankthedm said:
"Hero" or "Fate" points awarded for grand deeds of selflessness are a much better system.

... are a horrible system, because you can never actually count on getting any. Also, they limit these bonuses to the stupid - the warrior who charges into the center of a melee and gets slaughtered would probably get one, but the assassin who takes out the opposing general, throwing his army into disarray, isn't "heroic" enough.
 

log in or register to remove this ad

Scion said:
I use a slightly modified system and it gives points on a per day basis.

Some people still hoard them and use few, some used the stat (I based it off of 1/2 level + cha mod, min 1) as a dump stat and so have so few they forget about them, others have built a character in mind to get a decent amount and use as many as possible.
I really like this way of doing it, although I have a few questions.

Other than how action points are acquired, are the mechanics for action points still the same?

I take it Sorcerers, Bards, and Paladins probably have more action points, do you find this to be unbalancing or an issue?

I'm a bit concerned about certain classes tending to get more action points than others, but other than that, I'm really seriously thinking about using this idea.
 

Lone wolves in a party based game deserve to be put down like the dogs they are. And your idea of a "hero" will wind up being a monster's sandwich.
 

Patryn of Elvenshae said:
... are a horrible system, because you can never actually count on getting any. Also, they limit these bonuses to the stupid - the warrior who charges into the center of a melee and gets slaughtered would probably get one, but the assassin who takes out the opposing general, throwing his army into disarray, isn't "heroic" enough.


Dynasties & Demagogues has a "Personality Feat" system that allows PCs to gain APs for performing personality-specific acts during a game. These acts are often not in the character's best interests. This is such a good system that I am not only allowing these feats for free -- I am making selecting one (or devising a new, comparable one) mandatory.

RC


EDIT: Some advantages:

1. Players know exactly what they must do to gain an Action Point. Although some might see this as adding to a sense of PC entitlement, the fact that these requirements force the player to do some things that might circumstantially weaken his character balance this out IMHO.

2. The DM knows exactly what the characters must do to gain an Action Point. No more head-scratching or fudging. No favoritism.

3. The PCs now have motives that do not automatically include increasing their abilities to kill things.

RC
 
Last edited:

dreaded_beast said:
I really like this way of doing it, although I have a few questions.

Other than how action points are acquired, are the mechanics for action points still the same?

I take it Sorcerers, Bards, and Paladins probably have more action points, do you find this to be unbalancing or an issue?

I'm a bit concerned about certain classes tending to get more action points than others, but other than that, I'm really seriously thinking about using this idea.

For the most part I left things unchanged.

You can turn one in for various benefits (such as a boost to a single d20 roll), or two in for an extra use of a class ability per day (such as an extra rage or some such), plus the feats to enhance them (one feat to make the rolls d8's instead of d6's, another for extra uses per day, etc).

Many people see sorcs as being a bit behind the curve to begin with, and with the way I run my games this is also true, so giving them the extra perk merely makes them a more attractive option. They have not been imbalancing.

Havent seen a bard in play in this game, but if they are focusing on cha to the detriment of other stats just to get an extra couple of action points in a day I dont see that as being the best tradeoff in the world ;) Buying an 18 to begin with in a stat is still a lot of point buy points.

Paladins I would be least worried about. They need too many good stats.

Overall though, it just makes cha a slightly better stat than it was before. Useing it as a dump stat has direct impact on your character, but at the same time boosting it doesnt provide a huge benefit. (Note that a character with a 36 cha, which is incredibly difficult to get, still only gives an extra 13 action points a day.. Even with that if they are useing them for attack rolls, to fend off saves, and who knows what else they just dont last long.. especiallyl with some of the 2 and 3 action point costing effects).


So far, I am really liking it, and the players seem to as well.

You dont have the stress of, 'will the dm grant me a point this time?' for certain actions and you dont have to worry about when you are going to level up next as with other issues.

It also fits pretty seemlessly in with the rest of the system in my view ;)
 

frankthedm said:
Lone wolves in a party based game deserve to be put down like the dogs they are.

That's right - that idiot fighter who charged, without thinking through the possible ramifications of that action, the consequences that his teammates would suffer, and the potential tactical and strategic benefits of any other available options, should be destroyed, not rewarded.

I'm glad we see eye-to-eye on this. ;)
 

In my current campaign we use a modified/house rule action point system.

Each character gets 1/2 level, rounded down, + 1d6 points per level; we use the suggested roll 2d6 and tak the higher for each point used. We are currently 13th so that equates to 7-12 points, which reset at the next level.

They can be used to add to most d20 rolls; so to hit, saves, spell resistance, and skill checks. In addition you can use them to aid in making one attack miss per round, basically, you roll and it adds to your AC for that attack.

Multiple points can be used for each thing so, if it a clutch situation and you really need to make that save or overcome SR, you can use multiple points and add the best d6 for each one used. However, on a hit or a save etc. a 1 on the d20 always fails and a 20 always succeeds, so you can't boost your save for that regardless or make a nat 20 hit on you miss.

The DM also ives certain NPCs access to action points, although I think it is a reduced amount. This evens it out a little between the PCs and NPCs.

Overall, it has worked pretty well, random, bad roll deaths are reduced, but the danger is still present.
 

Patryn of Elvenshae said:
That's right - that idiot fighter who charged, without thinking through the possible ramifications of that action, the consequences that his teammates would suffer, and the potential tactical and strategic benefits of any other available options, should be destroyed, not rewarded.

I'm glad we see eye-to-eye on this. ;)

I believe that's exactly what frank meant when he said:

frankthedm said:
And your idea of a "hero" will wind up being a monster's sandwich.
 



Remove ads

Top