Erk
2008-09-10, 03:45 PM
Action points, in my opinion, own. They add a large additional tactical choice for players and have been used to great effect by both players and NPC foes in my game.
However, it seems to me they represent a great opportunity for a kind of "currency" in the game. Besides offering new turns, they could be used to power all kinds of interesting effects, primarily "recharge" based. My goal is to make it more possible to do 'endurance runs' through dungeons/settings, as I'm having a lot of fun now that I'm not forced mechanically to design places my characters can rest safely inside an enemy fortress.
Keep in mind that while some of these are powerful, I don't think they are any better than getting an entire free minor, move, and standard action (as well as, thanks to the party warlord in my game, +4hp and a free save at +4)
NOTE: I have already houseruled that players may expend as many action points as they have saved up in an encounter, not the arbitrary 1. I don't see a reason to penalise them for hoarding their currency for emergency use.
Recharge an Encounter ability
Expend an action point during combat to refresh a used Encounter ability.
Recharge a Daily ability
Expend an action point out of combat to refresh a used Daily ability. You must have at least 2 action points stored to expend an action point in this way.
Automatically Pass a Save
Expend an action point at any time and immediately throw off the effects of something you normally need to pass a save for. You must expend the action point before you roll the save.
Retry a Catastrophic Skillcheck
Expend an action point at any time to reroll on a skillcheck when failure would be catastrophic, eg. a failed jump check while leaping between cliffs above a steaming river of magma. Trigger: the DM announces your failure.
Recover a Healing Surge
Expend an action point out-of-combat to recover 1 healing surge.
Other suggestions/comments? Are any of these overpowered? I realise a few are somewhat underpowered, particularly the "pass a save" and "recover a surge", but it does allow the characters to pull their irons out of the fire. If that Ongoing 5 Damage is going to kill you....
However, it seems to me they represent a great opportunity for a kind of "currency" in the game. Besides offering new turns, they could be used to power all kinds of interesting effects, primarily "recharge" based. My goal is to make it more possible to do 'endurance runs' through dungeons/settings, as I'm having a lot of fun now that I'm not forced mechanically to design places my characters can rest safely inside an enemy fortress.
Keep in mind that while some of these are powerful, I don't think they are any better than getting an entire free minor, move, and standard action (as well as, thanks to the party warlord in my game, +4hp and a free save at +4)
NOTE: I have already houseruled that players may expend as many action points as they have saved up in an encounter, not the arbitrary 1. I don't see a reason to penalise them for hoarding their currency for emergency use.
Recharge an Encounter ability
Expend an action point during combat to refresh a used Encounter ability.
Recharge a Daily ability
Expend an action point out of combat to refresh a used Daily ability. You must have at least 2 action points stored to expend an action point in this way.
Automatically Pass a Save
Expend an action point at any time and immediately throw off the effects of something you normally need to pass a save for. You must expend the action point before you roll the save.
Retry a Catastrophic Skillcheck
Expend an action point at any time to reroll on a skillcheck when failure would be catastrophic, eg. a failed jump check while leaping between cliffs above a steaming river of magma. Trigger: the DM announces your failure.
Recover a Healing Surge
Expend an action point out-of-combat to recover 1 healing surge.
Other suggestions/comments? Are any of these overpowered? I realise a few are somewhat underpowered, particularly the "pass a save" and "recover a surge", but it does allow the characters to pull their irons out of the fire. If that Ongoing 5 Damage is going to kill you....