the Jester
Legend
I've been working on a D&D system that will take the best things from each edition to build a system that is absolutely perfect for my personal tastes (and prolly okay for some people, not too cool for some others). Anyway, I wanted to get some feedback on whether a mechanic I'm strongly considering requires too much bookkeeping.
Basically, instead of powers, anyone can try to pull maneuvers by spending action points. A maneuver might be a bull rush, trip, dual wield, charge, total defense, etc. A character prolly starts the day with somewhere between 4 and 6 action points, and a lot of the tricks you can do require you to spend action points. By the same token, characters will gain more action points quite often. For instance, a fighter gains an action point each time he hits an enemy; he gains 2 APs when he scores a critical hit and he gains 3 APs when he drops a foe.
So let's take a hypothetical dwarf fighter in this system, Dwarfy McDwarferson. Each day he starts with 6 APs (4 + 2 for high Strength). He goes adventuring with some useless elf and halfling, and they run into goblins.
In the first round, Dwarfy charges (cost: 1 AP) and hits (gain 1 AP). He comes out even at 6 APs.
In the second round, he is surrounded, but he's bad ass with his axe and he starts laying about him. Because of his Power Attack feat, he can spend an action point for +2 melee damage, so when he hits (gain 1 AP) he does it (spend 1 AP). This drops the goblin (gain 3 APs), and he now has 9 APs.
Then he decides that he needs to kick more ass, because there are still four goblins surrounding him, and he spends 3 APs to take an extra standard action and makes another attack, but he misses. It's close enough that he spends another action point to add 1d6 to his roll, but he still misses, ending the round with 5 APs.
Etc... would this be horribly annoying? Or would it be tolerable?
Basically, instead of powers, anyone can try to pull maneuvers by spending action points. A maneuver might be a bull rush, trip, dual wield, charge, total defense, etc. A character prolly starts the day with somewhere between 4 and 6 action points, and a lot of the tricks you can do require you to spend action points. By the same token, characters will gain more action points quite often. For instance, a fighter gains an action point each time he hits an enemy; he gains 2 APs when he scores a critical hit and he gains 3 APs when he drops a foe.
So let's take a hypothetical dwarf fighter in this system, Dwarfy McDwarferson. Each day he starts with 6 APs (4 + 2 for high Strength). He goes adventuring with some useless elf and halfling, and they run into goblins.
In the first round, Dwarfy charges (cost: 1 AP) and hits (gain 1 AP). He comes out even at 6 APs.
In the second round, he is surrounded, but he's bad ass with his axe and he starts laying about him. Because of his Power Attack feat, he can spend an action point for +2 melee damage, so when he hits (gain 1 AP) he does it (spend 1 AP). This drops the goblin (gain 3 APs), and he now has 9 APs.
Then he decides that he needs to kick more ass, because there are still four goblins surrounding him, and he spends 3 APs to take an extra standard action and makes another attack, but he misses. It's close enough that he spends another action point to add 1d6 to his roll, but he still misses, ending the round with 5 APs.
Etc... would this be horribly annoying? Or would it be tolerable?