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What games do Wizards designers play?
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<blockquote data-quote="jmucchiello" data-source="post: 3622956" data-attributes="member: 813"><p>There are board games that use an Action Point mechanic where all the things one can do on one's turn are valued at 1-4 AP and you have 10 AP to spend on your turn. Unspent AP are lost at the end of your turn. Go to boardgamegeek and advance search on Action Point Allowance System for hundreds of examples.</p><p></p><p>Moving that to a tactical combat simulation, you can imagine different attack options having different costs. Attack with a light weapon for 2 AP, larger and two-handed weapons for 3 AP. Feats could change the AP costs of actions. The number of AP you have each round could be something like level / 4 + Dex mod. Or BAB/4 + Int mod. Spells could have costs other than just 1 standard action. Movement would be factored in somehow.</p><p></p><p>If you wanted to get really complex AP could recover based on an Ability mod and that would dictate how often you act rather than relying on "rounds". Recovery from a heavy slashing attack would be slower than from a light piercing attack.</p><p></p><p>If I were to go deeply into this I'd factor in some form of segmented movement and everyone would move and act simultaneously.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 3622956, member: 813"] There are board games that use an Action Point mechanic where all the things one can do on one's turn are valued at 1-4 AP and you have 10 AP to spend on your turn. Unspent AP are lost at the end of your turn. Go to boardgamegeek and advance search on Action Point Allowance System for hundreds of examples. Moving that to a tactical combat simulation, you can imagine different attack options having different costs. Attack with a light weapon for 2 AP, larger and two-handed weapons for 3 AP. Feats could change the AP costs of actions. The number of AP you have each round could be something like level / 4 + Dex mod. Or BAB/4 + Int mod. Spells could have costs other than just 1 standard action. Movement would be factored in somehow. If you wanted to get really complex AP could recover based on an Ability mod and that would dictate how often you act rather than relying on "rounds". Recovery from a heavy slashing attack would be slower than from a light piercing attack. If I were to go deeply into this I'd factor in some form of segmented movement and everyone would move and act simultaneously. [/QUOTE]
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