Kol Korran
2012-09-07, 10:38 PM
Hi there. The post begins with some experience from our games, feel free to go to TL;DR if you wish) In a previous high fantasy heroic campaign my group tried using action points: the possibility of adding a 1d6 to a d20 roll several times during a level. (You can't carry them to the next level). every 2 levels the total of action points/ level will go up, and every significant number of levels (6? 7?) you'd roll one more dice and choose the best result.
At first the players didn't quite know what to do with these, but fairly fast they were saved mostly for saves, or CL checks to bypass SR. They also mostly saved these to climatic fights, which in turn made me redesign some of such fights so they'd present a challenge. Which backfired if one character had to burn their points due to bad luck earlier. We all agreed the mechanic was problematic.
The DM of the next short adventure decided on 1 action point per level. this was hardaly felt at all, and was almost never used. Players were trying to "save" the action point in case a bigger emergency happened. Again- a lot to be desired.
On the current pirate campaign I tried importing Aspects from the fate system, in an altered way to my game- each character would have 3 aspects (defining characteristics) which they could used thematically, in a creative manner for their characters: Negatively to gain points, which could then be used positively to succeed more in doings and accomplishments. Not as major a deal as in Fate, but I thought it would be a flavorful and roleplay enhancing addition to the game, and a good alternative to action points- they require negative use as well as positive, so overall they are sort of balanced, and they can be used only for certain kind of efforts (the aspects), and not just any kind of roll.
My players don't seem to know how to stomach it. I'm not sure we're using these well. But the main 2 problems are:
- The players fear of using the aspects negatively, since they feel it might screw the entire party, and they don't wish to do that. (They were only 2 negative uses in 3 sessions). They prefer the DM (me) will find negative uses, but often i'm way too preoccupied with other matters of the game. Besides, to me it feels like i'm punishing their characters.
- Some players chose aspects which they and me don't quite know how to implement ("Why yes! these two DO mix!", "Smuggler" in a not especially illegal or "smuggly" venture)
(our homebrew rules could be found on our site (http://witchlingisles.pbworks.com/w/page/51501960/Mixed%20Blessings%20and%20Oath%20Bonds))
We currently canceled these rules, but the players do feel that some sort of rules representing an "extra edge" are needed. They feel these adds to the game. I'm thinking of just possibly using the latest rules but without negative results, with a set amount of points (3/ level?) what are your ideas?
TL;DR My group tried various forms of "extra edge to the characters" rules of the forms of action points and similar rules. What works for you, and why?
(Search word: piratewitch)
At first the players didn't quite know what to do with these, but fairly fast they were saved mostly for saves, or CL checks to bypass SR. They also mostly saved these to climatic fights, which in turn made me redesign some of such fights so they'd present a challenge. Which backfired if one character had to burn their points due to bad luck earlier. We all agreed the mechanic was problematic.
The DM of the next short adventure decided on 1 action point per level. this was hardaly felt at all, and was almost never used. Players were trying to "save" the action point in case a bigger emergency happened. Again- a lot to be desired.
On the current pirate campaign I tried importing Aspects from the fate system, in an altered way to my game- each character would have 3 aspects (defining characteristics) which they could used thematically, in a creative manner for their characters: Negatively to gain points, which could then be used positively to succeed more in doings and accomplishments. Not as major a deal as in Fate, but I thought it would be a flavorful and roleplay enhancing addition to the game, and a good alternative to action points- they require negative use as well as positive, so overall they are sort of balanced, and they can be used only for certain kind of efforts (the aspects), and not just any kind of roll.
My players don't seem to know how to stomach it. I'm not sure we're using these well. But the main 2 problems are:
- The players fear of using the aspects negatively, since they feel it might screw the entire party, and they don't wish to do that. (They were only 2 negative uses in 3 sessions). They prefer the DM (me) will find negative uses, but often i'm way too preoccupied with other matters of the game. Besides, to me it feels like i'm punishing their characters.
- Some players chose aspects which they and me don't quite know how to implement ("Why yes! these two DO mix!", "Smuggler" in a not especially illegal or "smuggly" venture)
(our homebrew rules could be found on our site (http://witchlingisles.pbworks.com/w/page/51501960/Mixed%20Blessings%20and%20Oath%20Bonds))
We currently canceled these rules, but the players do feel that some sort of rules representing an "extra edge" are needed. They feel these adds to the game. I'm thinking of just possibly using the latest rules but without negative results, with a set amount of points (3/ level?) what are your ideas?
TL;DR My group tried various forms of "extra edge to the characters" rules of the forms of action points and similar rules. What works for you, and why?
(Search word: piratewitch)