What do you think about action points?

I agree with wayne62682 that APs are more relevant when you add in the UA options.

As-is, I think they're not all that useful, especially since you're supposed to spend them before you know the outcome of your roll. They'd be far more useful if you could decide afterwards.

In general, I would have preferred WotC gone with something like the Hero Points from Arcana Evolved. You get far fewer, but they basically act as "get what you want" points, which makes way more sense to me.
 

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Personally, I love action points. I use a very modified version of what's available in Unearthed Arcana, though.

One problem a lot of my players have on and off with the d20 system is how easy it is to fail at crucial rolls, turning what is supposed to be a heroic PC into a chump thanks to a few botches. I used to allow a static 3 rerolls per session, but I think action points work better for allowing the PCs to pick their moments.

As to the whole "1d6 doesn't mean much" argument, I believe the dice increase as a character levels up. For example, my 19th-level wizard adds 3d6 for using an action point, as opposed to just one.
 


an_idol_mind said:
Personally, I love action points. I use a very modified version of what's available in Unearthed Arcana, though.

One problem a lot of my players have on and off with the d20 system is how easy it is to fail at crucial rolls, turning what is supposed to be a heroic PC into a chump thanks to a few botches. I used to allow a static 3 rerolls per session, but I think action points work better for allowing the PCs to pick their moments.

As to the whole "1d6 doesn't mean much" argument, I believe the dice increase as a character levels up. For example, my 19th-level wizard adds 3d6 for using an action point, as opposed to just one.

Actually(per RAW) you only get the best score added of the three you roll, so if you roll a 3, 4, and 1 you can add the four.
 

I understand what they are meant to be used for. But they have never felt right the few times we did use them in gaming. So now we do not use them at all. Personaly they add more "exceptions to the rules" then what feats and PrC already do to an overly complex game.
 

I find that the uncertainty involved in the use of AP renders them useful not for the apparent intended purpose of allowing characters to do risky but heroic things, and instead useful for Power Attacking a little more, or getting some insurance on saves when you have a decent starting result. If you rolled poorly, a whole 1d6 probably isn't going to help.
 

I practically hose my players down with action points - 6 points that reset each day, and they give "best of 2" re-rolls rather than +1d6.

I use players roll all the dice so it's easy to fit the system to defensive rolls / save breaker rolls as well.

A mechanic where the players can say "Hey, guys, watch this - I think THIS is cool." or "THIS is the thing that's important to my character." is something I will never remove now that I've seen it in action. Action points should be powerful and available.
 
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I looked for the thread, but I'm not a paying member so I don't have the search function.

Its a combination of APs (from Eberron) and Hero Points from M&M. He also detailed turning in APs for crafting xp.

Hopefully he will poke his head in here. If you do have the search function, I believe it was in the thread about good rules from other systems. I also starting using Swashcards due to that thread.
 

an_idol_mind said:
As to the whole "1d6 doesn't mean much" argument, I believe the dice increase as a character levels up. For example, my 19th-level wizard adds 3d6 for using an action point, as opposed to just one.
As Imaro, mentioned, you roll all three and keep the highest. It's way overpowered to add the three. :)

There are some, feats (in the ECS) that let you bump up the die to a d8, though.
 

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