What's all this re-roll stuff?

squalie

Explorer
I like about 95% of what I read about 4E, but what IS an action point? How am I supposed to buy into a re-roll during combat? How do I ROLEPLAY a re-roll? I don't like this AT ALL!

What I need is for one of you to talk me down and explain this whole re-roll stuff and using "points" to affect combat in a RPG, so it doesn't sound like I'm casting timestop every encounter.
 

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Well essentially a action point, is well in game-terms a finite number of points (starts at one in 4E and grows larger through encounters) and using a action-point gives you a extra action to use during your turn.

In-game you can view it like, using a action point as in over-exerting and reaching the boundaries of what your character is capable of. So a normal round your not going beyond your standard limits when using a action point you are to perform a extra task.

I hope this helps :)
 

Actions points, so far, are tools that give you additional actions per round, not re-rolls. Originally, Action Points let you re-roll, etc etc.

As for your question, suppose a halfling got hit with a critical strike, but used an action point to make that critical strike turn into a normal blow that missed. The sword swing or arrow that hit the halfling slammed right into the character's chest, helping the enemy to believe it was a scored shot. However, the halfling's gold pouch, hidden beneath his vest, ricocheted the shot, saving the little hero's life.

For now, just remember that AP give characters another chance to act on their turns.
 

re-rolls are granted by the halfling racial feature: "Second Chance: When an attack hits you, force the enemy to roll again. The enemy uses the second roll, even if it is lower" Immediate Interrupt per encounter
 

I join you in your dislike for AP.

I use them only if they have a solid in-game explanation, such as in SW where they are tied to the concept of "using the force" which is the central key in the whole SW story. A similar thing happens in Rokugan, where you have Void Points representing your ability to alter reality by being in tune with the 5th element (the void).

I prefer reroll abilities to be extremely rare in the game.
AP to achieve something that would be otherwise impossible (e.g. a bonus that puts you beyond your max) are more interesting, although they always carry a sort of "pulp flavor" which I'm not very fond of.
AP to "save your butt" once in a while are fine too, but they have a tendency to be used often enough to save butts all the time...
But otherwise, AP that just make you reroll are not for me. They just serve the "I don't like losing!" whine.

Finally, I think AP should always be optional on a character basis, which means that they should cost something (like a feat for instance) so that those who don't like them they aren't forced to have them by default. Rokugan does that, you only get Void Points if you take certain feats (and in that setting it makes all sense that not everyone knows how to harness the Void).
 

squalie said:
How am I supposed to buy into a re-roll during combat? How do I ROLEPLAY a re-roll? I don't like this AT ALL!

What I need is for one of you to talk me down and explain this whole re-roll stuff and using "points" to affect combat in a RPG, so it doesn't sound like I'm casting timestop every encounter.

How is this, imagine as your blade is hurling towards your target, you notice it dodging in a direction you did not expect. As the blade is still swinging you twist your body to try to compensate. That last second compensation is your reroll.

And the points can be considered a surge of energy were once per combat you can do something extra.
 

Squalie I know where you're coming from, the Storyteller system creating a lasting hatred of re-rolls in me. There's nothing that slows play down more than a re-roll, especially in the WW system where you might get multiple re-rolls on a single character's actions. If you intend to switch to 4e it shouldn't be that hard to look at the math and turn the re-rolls into static modifiers.
 

Maybe you won't like my explanation, because it might go against traditional thinking.

You don't need a realist explanation, because AP is totally a cinematic concept. Or a kung fu action movie if you prefer. It's like when you see a scene in a movie and you wonder how the hell was the character able to do it when it seems to defy reality.

My advice is, if you have a realist viewpoint and don't like this concept, you can drop AP and it won't have any dramatic impact on the mechanic of the game.
 

I'll take a different take from Fallen Seraph. Game play elements like action points do not exist in the game world. Instead, they are a device that a player uses to assert their narrative authority over the game world as a reflection of their character's heroic luck and general metalness. When a player whose character has the First Reaction feat uses an action point to not be surprised despite failing his Perception check, the character is not surprised. It's not that the character was surprised and drew on some inner reserve to alter reality. Reroll mechanics work in the same way.
 


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