What are the RPG origins of Action Points?

Glyfair

Explorer
I like the concept of action points. What I've been trying to remember is what the earliest roleplaying example of a mechanic that encourages the cinematic feel of heroic action. Anyone have a clue?

The earliest I remember are the Hero Points of the James Bond system. They allowed you to modify rolls, but also could be used to "change the environment" to a degree (for example, when you need a prop, you could spend a Hero Point to have it available, if it fit the surroundings).

Anyone aware of any earlier variations?
 
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Glyfair said:
The earliest I remember are the Hero Points of the James Bond system. They allowed you to modify rolls, but also could be used to "change the environment" to a degree (for example, when you need a prop, you could spend a Hero Point to have it available, if it fit the surroundings).

Top Secret (from 1980) had Fame and Fortune points. However, these could only be used to reduce the severity of a wound.


Aaron
 

Warhammer Fantasy Roleplay had 'Fate Points', which were essentially "Some miracle of chance saves you from certain death" get-out-of-jail-free style effects. This was back in the 80's.

(Due to the lethal combat mechanics, most characters burned through all their Fate Points by midway through their second adventure)
 

In 1984, the Marvel Superheroes game had "karma points", which acted essentially as a combination action point and XP.
 

Top Secret did have its fame points to reduce wound levels. This was mainly a game mechanic to make up for the lethality of modern firearms though, not to make "Top Secret" cinematic in flavor - as it was never cinematic in design.

I think the true inspiration for Action Points as cinematic game mechanic was the "Hero Point" system from Victory Game's James Bond 007 RPG in the early 80s.

Hero Points could be used to reduce damage, increase your rolls and results and - in general - assist your "roll playing" to be James Bond when the dice weren't rolling your way. A lot of games copied the mechanic when it came out. It was aimed at and permitted the game to achieve a cinematic feel. I think that rates as the "first" to aim for and achieve that specific feel to a game.

Hero points were limited in number and you earned them in game by doing something outstandingly well or when getting a "level" in game.

I must say that of all the crappy RPGs in the early 80's (and lets be clear - the list is in the dozens if not hundreds) Victory Games JB007 rules have truly stood the test of time. The game remains highly playable, cinematic and a *damn* fine game system.

If you see it at an auction - do yourself a favor and pick it up. You will be pleased.
 
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I've played all the mentioned games (indeed, I had a fan base that would come to my "World's Greatest Spies" James Bond games at Origins in the 80's). James Bond is easily the closest to the current "action point" system, I think.

Of course, it was more flexible in that it specifically allowed you to use Hero Points to have certain things at hand if the GM allowed it. Then again, nothing prevents you from doing this with D&D Action Points.

Mostly I'm curious for historical reasons and adaption reasons. I really am curious if James Bond is the first RPG to use this system. Also, I'd like to see how other systems handled to get some ideas. I know in my Eberron you'll be able to use an Action Point to make sure a silver table knife is in the dining room when you find yourself fighting a lycanthrope while unprepared for it.
 

Glyfair said:
Of course, it was more flexible in that it specifically allowed you to use Hero Points to have certain things at hand if the GM allowed it. Then again, nothing prevents you from doing this with D&D Action Points.

Conan d20 explicitly allows you to use their fate points to introduce a change to the game (the e.g. is that if you are in prison you could use a fate point to have a serving girl fall in love with you and allow a potential escape plan or somesuch.)

Cheers
 


Sort of a side note here, but FASA's Star Trek RPG (1982) had Action Points; but they were used to determine how many actions you could take in a round.
 
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Sounds like they've been around for a while.

I know TORG also used a point system, where in the XP and the Action point were combined, so you could either do better at the moment, or get better in the long run.
 

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