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We are starting an Eberron Campaign - Need Your Advice
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<blockquote data-quote="Najo" data-source="post: 3627907" data-attributes="member: 9959"><p>There are some interesting action point based abilties tied to feats and prestige class levels, but with the finite 5+ 1/2 your level gained each level and 13 encounters per level even, most action point based abilties can't even be used once per encounter until your high level. Considering that you are giving up feats and class levels abilities for some of these mediocre effects, it is really surprising that action points were not designed around per day instead of per level. Per level is going to vary based upon the xp given and how much roleplaying a group does. In some story driven games an action point ability might be very interesting to use multiple times in a roleplaying span and not be game breaking, but that character's next level is way off and they have no way to replenish their action points before the next fight. When that occurs, the feats and class abilities fueled by action points are dead weight. So we want advice on how to seperate action point replenishment from level advancement in order to remove that problem but keep action points balanced properily. </p><p></p><p>I suppose technically action points are a freebie anyways, and that is why the associated feats and levels are weak but when your talking about feats and class abilities none of them should have a limited use until you level. Let's say that you have a BBEG who has action points and action point related feats, the DM technically needs to track the use of those action points until that BBEG levels. So as the PCs encounter him his is getting weaker with each meeting until he levels. This makes the idea fairly silly. What about characters who spend alot of downtime between adventures or are retired. They run out of the ability to use their training until they "level". It brings the metagame into the world setting in a unrealistic way. </p><p></p><p>The other issue is the current way action points work makes characters not want to take those feats and levels and hold on to action points unrealistically. Action points should be getting used here and there through out the character's level not held till the very end and then used or in the most dire circumstances. If that were the case, then thee shouldn't be any feats or classes based around the use of them.</p><p></p><p>Action points need some work. The problems make them less fun and to silly if you ask me.</p></blockquote><p></p>
[QUOTE="Najo, post: 3627907, member: 9959"] There are some interesting action point based abilties tied to feats and prestige class levels, but with the finite 5+ 1/2 your level gained each level and 13 encounters per level even, most action point based abilties can't even be used once per encounter until your high level. Considering that you are giving up feats and class levels abilities for some of these mediocre effects, it is really surprising that action points were not designed around per day instead of per level. Per level is going to vary based upon the xp given and how much roleplaying a group does. In some story driven games an action point ability might be very interesting to use multiple times in a roleplaying span and not be game breaking, but that character's next level is way off and they have no way to replenish their action points before the next fight. When that occurs, the feats and class abilities fueled by action points are dead weight. So we want advice on how to seperate action point replenishment from level advancement in order to remove that problem but keep action points balanced properily. I suppose technically action points are a freebie anyways, and that is why the associated feats and levels are weak but when your talking about feats and class abilities none of them should have a limited use until you level. Let's say that you have a BBEG who has action points and action point related feats, the DM technically needs to track the use of those action points until that BBEG levels. So as the PCs encounter him his is getting weaker with each meeting until he levels. This makes the idea fairly silly. What about characters who spend alot of downtime between adventures or are retired. They run out of the ability to use their training until they "level". It brings the metagame into the world setting in a unrealistic way. The other issue is the current way action points work makes characters not want to take those feats and levels and hold on to action points unrealistically. Action points should be getting used here and there through out the character's level not held till the very end and then used or in the most dire circumstances. If that were the case, then thee shouldn't be any feats or classes based around the use of them. Action points need some work. The problems make them less fun and to silly if you ask me. [/QUOTE]
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