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Where the hell is my d20 muse?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2160749" data-attributes="member: 2810"><p>True. But using APs for run-of-the-mill tasks like confirming crits, or to essentially replace magical healing, kind of assumes a steady supply. (These kinds of discussions are hard in GT because of all the seemingly innocuous twitches the GM can make to the rules.)</p><p></p><p>If APs are rarely replenished, then they should accomplish something more special than add a d6 to a skill check. But if you replace them too often, any special capabilites can make them too powerful. Using an AP to make an opponent flat-footed, for example, would be a worthwhile use in a rare-AP game, likely used only in desperation against the BBEG. In a free-AP game, that same ability would be used every session. </p><p></p><p>I guess the point I'm trying to make is that I think the power of an AP should be inversely proportional to their frequency. </p><p></p><p>Using Wulf's numbers above, an AP 'set' costs 1666gp. If you go by the stock wealth/level guidelines:</p><p></p><p>A character going from 2nd to 3rd should accumulate 1800gp in wealth, or enough to for a full AP 'set' plus some left over for booze and hookers.</p><p></p><p>A character going from 9th to 10th will pick up 13,000gp, or enough for almost 8 full sets.</p><p></p><p>From 19th to 20th? 180,000gp, or 108 sets...</p><p></p><p>So if you are looking at using APs to emulate magic items, you're gonna be hurting at low levels (when arguably you need the most help), and spending them like a dying millionaire at the high levels. </p><p></p><p>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).</p><p></p><p>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. At a constant 13 encounters per level, you'll see every one using them every encounter before too long.</p><p></p><p>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). The opportunity cost (to use the term loosely) starts off very high but drops to insignificance at high levels. </p><p></p><p>(Rambling instead of paying attention in a meeting. Hopefully there was something coherent in there.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2160749, member: 2810"] True. But using APs for run-of-the-mill tasks like confirming crits, or to essentially replace magical healing, kind of assumes a steady supply. (These kinds of discussions are hard in GT because of all the seemingly innocuous twitches the GM can make to the rules.) If APs are rarely replenished, then they should accomplish something more special than add a d6 to a skill check. But if you replace them too often, any special capabilites can make them too powerful. Using an AP to make an opponent flat-footed, for example, would be a worthwhile use in a rare-AP game, likely used only in desperation against the BBEG. In a free-AP game, that same ability would be used every session. I guess the point I'm trying to make is that I think the power of an AP should be inversely proportional to their frequency. Using Wulf's numbers above, an AP 'set' costs 1666gp. If you go by the stock wealth/level guidelines: A character going from 2nd to 3rd should accumulate 1800gp in wealth, or enough to for a full AP 'set' plus some left over for booze and hookers. A character going from 9th to 10th will pick up 13,000gp, or enough for almost 8 full sets. From 19th to 20th? 180,000gp, or 108 sets... So if you are looking at using APs to emulate magic items, you're gonna be hurting at low levels (when arguably you need the most help), and spending them like a dying millionaire at the high levels. 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). 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. At a constant 13 encounters per level, you'll see every one using them every encounter before too long. 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). The opportunity cost (to use the term loosely) starts off very high but drops to insignificance at high levels. (Rambling instead of paying attention in a meeting. Hopefully there was something coherent in there.) :p [/QUOTE]
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