Wulf Ratbane
Adventurer
Rodrigo Istalindir said:Using Wulf's numbers above, an AP 'set' costs 1666gp.
Ah, you're on the right track with the analysis, but starting off with a fallacy. There's no such thing as an AP "set." What's listed above are guidelines for valuing a single AP.
The actual value of an AP varies, depending on what you use it for. It's most expensive use is to boost AC: 612.5 gp value each use. If you ONLY spent your APs on boosting defense, they could be worth way more in cash value than a low-level character normally has access to.
If you go by the stock wealth/level guidelines:
A character going from 2nd to 3rd should accumulate 1800gp in wealth
Now you're back on the right track, analysis-wise-- at this rate, a character going from 2nd to 3rd could afford only 3 "defense" APs-- but he could afford a sh*tload of "healing" APs.
Again, IF action points were magic items. They're not, but the purpose is to examine how they could be.
Part of the problem is that the wealth guidelines assume a mix of permanent items you use forever (eg an iouon stone), some you use for a couple levels (that +1 sword that you eventually drop for the Holy Avenger), some that are consumed and gone (potions, scrolls), and some that are of dubious value to you but you keep around on the off chance you'll need it (arrow of vampire slaying).
I disagree emphatically with that assumption. There's nothing in the wealth guidelines at all that assumes a mix of permanent items. That "assumption" is already built into the much higher cost of permanent items as compared to charged items. So the actual gp value of a character's magic items is consistent in assumed "power/permanance."
In an organic campaign, I'd think you'd see very little AP use except in dire emergencies up to 8th or 9th, as the characters are relatively cash poor and are still getting basic equipment. Past that, though, cash outstrips their ability to spend it, and you'll start seeing APs a lot.
As it turns out, 9th level is the "break point" where the value of APs (even assuming the maximum value) starts to fall behind the gp value a character should have.
So, the power of an AP is more or less fixed (plusses to hits probably matter less at high levels, plusses to saves probably more, use of a feat constant, etc).
One fix for this is to (a) increase the AP die with levels, which I recommend and (b) change the way APs work at high levels (which I have also done, but which you will have to wait and see). Suffice to say that the average bonus of an AP flexes with character level, on a couple of different fronts; and in addition, as outlined above, the value of an AP varies widely depending on what you do with it.
One more thing I'd like to mention is not to focus solely on the refreshing AP pool. There are also those APs you gain from the GM from "bad stuff," which I reckon make up about equally for your opportunities to spend APs to confirm crits and successes.