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Community
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Using Action Points
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<blockquote data-quote="Quickleaf" data-source="post: 2350517" data-attributes="member: 20323"><p>I allow several uses for action points, depending on the PC and events in game:</p><p></p><p>- Emulating a feat that you meet the pre-requisites for. IMC, I limit certain feats from being emulated in this fashion.</p><p></p><p>- If a PC takes a personality feat (Dynasties & Demagogues) and earns an action point by fulfilling their personaltiy during play, they may expend it to gain extra EXP at the end of the session. This is as if they had faced a challenge with a CR equal to the average level of the party.</p><p></p><p>- If a PC attempts something behind the scenes that would normally take a long time (e.g. spreading rumors about Prince Humperdink, or crafting a magic item), they can spend an action point for "fuding time." I fudge the passage of time, to allow for continuity of the adventure. I'm still debating whether or not this should be allowed...</p><p></p><p>- IMC feats don't have set requirements and neither do PrCs; in other words the requirements are up for negotiation. If a PC really doesn't meet the requirements of a feat or PrC, but it would fit their character/story for them to take said feat/PrC, then I allow them to spend an action point for access.</p><p></p><p>- Boosting Defense: 1 action point as a free action when fighting defensively to double normal benefits.</p><p></p><p>- Extra attack at your highest attack bonus, melee or ranged.</p><p></p><p>- Spell Boost: Increase ECL of one spell by 2.</p><p></p><p>- Stabilize: Anytime a character is dying, he can spend an action point to become stable.</p><p></p><p>- Surge: Gain an extra move action</p><p></p><p>- Dramatic editing from Adventure d20. This allows the players to create plot twists like the villains forgot to remove your boot knife when they searched you, or the floor of the burning building supports your weight. Typically costs 1 action points (though could be more), and requires a group vote (majority must support the dramatic edit).</p><p></p><p>- I try to tie in action points to milestones encountered during the adventure. For example, if the party allies with a group of ghosts, I might allow them to use an action point to call upon a ghost for a short time, or for a ghost to use one special ability.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2350517, member: 20323"] I allow several uses for action points, depending on the PC and events in game: - Emulating a feat that you meet the pre-requisites for. IMC, I limit certain feats from being emulated in this fashion. - If a PC takes a personality feat (Dynasties & Demagogues) and earns an action point by fulfilling their personaltiy during play, they may expend it to gain extra EXP at the end of the session. This is as if they had faced a challenge with a CR equal to the average level of the party. - If a PC attempts something behind the scenes that would normally take a long time (e.g. spreading rumors about Prince Humperdink, or crafting a magic item), they can spend an action point for "fuding time." I fudge the passage of time, to allow for continuity of the adventure. I'm still debating whether or not this should be allowed... - IMC feats don't have set requirements and neither do PrCs; in other words the requirements are up for negotiation. If a PC really doesn't meet the requirements of a feat or PrC, but it would fit their character/story for them to take said feat/PrC, then I allow them to spend an action point for access. - Boosting Defense: 1 action point as a free action when fighting defensively to double normal benefits. - Extra attack at your highest attack bonus, melee or ranged. - Spell Boost: Increase ECL of one spell by 2. - Stabilize: Anytime a character is dying, he can spend an action point to become stable. - Surge: Gain an extra move action - Dramatic editing from Adventure d20. This allows the players to create plot twists like the villains forgot to remove your boot knife when they searched you, or the floor of the burning building supports your weight. Typically costs 1 action points (though could be more), and requires a group vote (majority must support the dramatic edit). - I try to tie in action points to milestones encountered during the adventure. For example, if the party allies with a group of ghosts, I might allow them to use an action point to call upon a ghost for a short time, or for a ghost to use one special ability. [/QUOTE]
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