Post by Baron on Feb 5, 2008 12:08:34 GMT -5
I rather like the idea of giving the players a saving grace, so I'll be implementing the Action Point system for this game. The description of the system is as follows:
Action Points are used when you really need to make that saving throw against the big bad antimatter explosion. You can use one ability point to increase a d20 base roll by 1d6. This can only be done once to a roll, and must be done after the result of the roll is seen but before I reveal the results of what the role means. This means that you can avoid botching when you're at your wits end, or it can mean making an extraordinarily awesome success. You only get a limited number of these per level, so I'd advise against using them to pump your attack role. Save it for when your life is in the balance.
You can only use one Ability Point per round to do this. When you get to level 8, you may roll 2d6 instead of 1d6 for the increase. At level 15 you can use 3d6.
Your max number of Ability Points is 5 + 1/2 your character level, rounded down. At each level gained your ability points are set to their new max. This should encourage you to use them occasionally, but not flip out on them. I don't expect to infuse this, but on rare occasion I may give a character an action point for something. This will never go over the max you can hold, though.
Aside from being able to increase base rolls when you're out of the frying pan and going headlong into the fire, you can also spend an Action Point to stabilize your character when they are dying. You may also use an Action Point to do something cool when I say you can do it (DM hand-waving clause).
And that's about it for Action Points. Keep track of them. They're important. And I have the feeling you'll need them more than you'd like.
Action Points are used when you really need to make that saving throw against the big bad antimatter explosion. You can use one ability point to increase a d20 base roll by 1d6. This can only be done once to a roll, and must be done after the result of the roll is seen but before I reveal the results of what the role means. This means that you can avoid botching when you're at your wits end, or it can mean making an extraordinarily awesome success. You only get a limited number of these per level, so I'd advise against using them to pump your attack role. Save it for when your life is in the balance.
You can only use one Ability Point per round to do this. When you get to level 8, you may roll 2d6 instead of 1d6 for the increase. At level 15 you can use 3d6.
Your max number of Ability Points is 5 + 1/2 your character level, rounded down. At each level gained your ability points are set to their new max. This should encourage you to use them occasionally, but not flip out on them. I don't expect to infuse this, but on rare occasion I may give a character an action point for something. This will never go over the max you can hold, though.
Aside from being able to increase base rolls when you're out of the frying pan and going headlong into the fire, you can also spend an Action Point to stabilize your character when they are dying. You may also use an Action Point to do something cool when I say you can do it (DM hand-waving clause).
And that's about it for Action Points. Keep track of them. They're important. And I have the feeling you'll need them more than you'd like.