Rezby
2015-05-22, 09:26 AM
So I'm about to start DMing a 5e game, and I'm considering adding a little bit of oomph as a variant rule for my players. This would be in addition to Inspiration, which I am keeping as written in PHB.
Variant Rule: Action Points
Characters have 1/4th their level, rounding up, in Action Points. They can spend 1 after rolling a d20 to add 1d6 to the roll, whether it's an attack roll, an ability or skill check, or a saving throw. Alternatively, they can be used to turn a failed death saving throw into a success. They regain any spent Action Points after finishing a long rest. You may not spend more than one at a time unless you have the feat as described down the page.
So at levels 1-4, they'd have a single AP
at 5-8, they'd have two
at 9-12, they'd have three
at 13-16, they'd have four, and
at 17+, they'd have five.
I am also thinking about adding a feat they could take:
In The Thick Of It
You gain an additional action point.
You can spend more than 1 at a time.
You can now influence the rolls of your allies and enemies as well. You can spend action points and have an ally receive the bonus, or you can spend action points and deduct the d6 from your enemy's rolls.
You are no longer limited to spending them on d20 rolls. They can now be used for damage rolls, when spending Hit Dice, and for effects that heal a non-static number. Note that this does not apply when rolling on a table to determine a random effect.
What do you all think about it? Is it too strong or imbalanced? Its mostly meant to be Hero Points but on an x per long rest scale rather than an x per level scale. The feat was intended to be the Action Point specific Lucky. Maybe I should add a clause to it saying you can't take both Lucky and In the Thick of It.... Anyways, thoughts and critiques welcomed.
Variant Rule: Action Points
Characters have 1/4th their level, rounding up, in Action Points. They can spend 1 after rolling a d20 to add 1d6 to the roll, whether it's an attack roll, an ability or skill check, or a saving throw. Alternatively, they can be used to turn a failed death saving throw into a success. They regain any spent Action Points after finishing a long rest. You may not spend more than one at a time unless you have the feat as described down the page.
So at levels 1-4, they'd have a single AP
at 5-8, they'd have two
at 9-12, they'd have three
at 13-16, they'd have four, and
at 17+, they'd have five.
I am also thinking about adding a feat they could take:
In The Thick Of It
You gain an additional action point.
You can spend more than 1 at a time.
You can now influence the rolls of your allies and enemies as well. You can spend action points and have an ally receive the bonus, or you can spend action points and deduct the d6 from your enemy's rolls.
You are no longer limited to spending them on d20 rolls. They can now be used for damage rolls, when spending Hit Dice, and for effects that heal a non-static number. Note that this does not apply when rolling on a table to determine a random effect.
What do you all think about it? Is it too strong or imbalanced? Its mostly meant to be Hero Points but on an x per long rest scale rather than an x per level scale. The feat was intended to be the Action Point specific Lucky. Maybe I should add a clause to it saying you can't take both Lucky and In the Thick of It.... Anyways, thoughts and critiques welcomed.