Post by jdziedzic on Sept 6, 2007 19:18:18 GMT -5
In order to add a dramatic touch and a little more strategy to the game (and help get you out of tight spots), I have decided to institute an Action Point system. Once I introduce them into the game (which will be through a story event), your character will have a pool of Action Points equal to 3 + half your character's level, rounded down. Thus, being 3rd level, you each have a pool of 4 Action Points. Action Points can be spent (as an Immediate Action) to do one of the following:
Action Boost: Add 1d6 to any attack roll (including confirmation of a critical hit/fumble), skill check, or saving throw. You can declare the use of an Action Point in this way before or after your d20 roll, but you MUST declare before the DM tells you what the result of the roll is (best used for close calls).
Devil's Luck: Reroll any attack roll (including confirmation of a critical hit/fumble), skill check, or saving throw. Again, you MUST declare before the DM tells you what the result of the roll is (best used when you roll like crap on a really important check).
Adrenaline Surge: Make one additional melee or ranged attack at your highest base attack bonus; this is similar to the effect of a Haste spell. This extra attack can only be used when you take the Full Attack Action, meaning you must use your whole action to attack and can only make a 5-Foot Step, and it can be combined with any bonus attacks from feats, abilities, or spells such as Two-Weapon Fighting, Flurry of Blows, or Haste (best used when you need to dish out the damage or confront multiple opponents).
Run Like Hell: Add 10 feet to your base movement for the rest of the round. This stacks with feats, abilities, magic items, and spells such as Barbarian/Monk fast movement, Boots of Striding and Springing, Expeditious Retreat, and so forth (best used when you need to get to, or away from, someone/something in a hurry).
Retain Spell: Retain a spell your character just cast; in other words, you cast the spell without using it up for the day (spontaneous casters cast a spell without using up a spell slot). You must declare this use of an Action Point IMMEDIATELY after casting the spell you want to retain (best used to survive a tough battle or adventure without running out of spells).
Hidden Power: Cast one spell as a caster of one-and-a-half times your level (rounded up). This boost affects spell attributes such as damage dice, range, duration, and/or area ONLY if they are dependent on caster level. For instance, a 5th level Wizard can use Hidden Power to cast a Fireball as an 8th level caster, which means it will do 8d6 points of damage instead of 5d6. This level boost does NOT have an effect on spells known or spells per day, and it only applies to a single casting of a spell (best used when a spell needs some extra "oomph").
As powerful as Action Points can be, they are not without limitations, described below:
- You can only spend one Action Point in a round, period. If you spend an Action Point, you must wait until you come up in the initiative order again to use another one (Action Point use outside of battle is at the DM's discretion).
- You ONLY recover your Action Points when your character levels up, at which time your Action Point pool is full again. If you have unspent points at this time, too bad--use 'em or lose 'em!
- You MUST describe Action Point use in an appropriately dramatic fashion. This can be a curse shouted at an attacking monster, a flashback to your Pick Locks training, a vivid description of you gritting your teeth and bracing yourself to withstand a magical attack, a description of you tightening your grip on your weapon and swinging with all of your might, or what have you. For instance, Weston's character screaming "DRINK DEEP, YOU SUN-STARVED BASTARD!" before torching the Drow Assassin with alchemist's fire would qualify. If you do not provide an appropriate description, the DM will NOT let you use the point (I should know, because I'm him).
Action Boost: Add 1d6 to any attack roll (including confirmation of a critical hit/fumble), skill check, or saving throw. You can declare the use of an Action Point in this way before or after your d20 roll, but you MUST declare before the DM tells you what the result of the roll is (best used for close calls).
Devil's Luck: Reroll any attack roll (including confirmation of a critical hit/fumble), skill check, or saving throw. Again, you MUST declare before the DM tells you what the result of the roll is (best used when you roll like crap on a really important check).
Adrenaline Surge: Make one additional melee or ranged attack at your highest base attack bonus; this is similar to the effect of a Haste spell. This extra attack can only be used when you take the Full Attack Action, meaning you must use your whole action to attack and can only make a 5-Foot Step, and it can be combined with any bonus attacks from feats, abilities, or spells such as Two-Weapon Fighting, Flurry of Blows, or Haste (best used when you need to dish out the damage or confront multiple opponents).
Run Like Hell: Add 10 feet to your base movement for the rest of the round. This stacks with feats, abilities, magic items, and spells such as Barbarian/Monk fast movement, Boots of Striding and Springing, Expeditious Retreat, and so forth (best used when you need to get to, or away from, someone/something in a hurry).
Retain Spell: Retain a spell your character just cast; in other words, you cast the spell without using it up for the day (spontaneous casters cast a spell without using up a spell slot). You must declare this use of an Action Point IMMEDIATELY after casting the spell you want to retain (best used to survive a tough battle or adventure without running out of spells).
Hidden Power: Cast one spell as a caster of one-and-a-half times your level (rounded up). This boost affects spell attributes such as damage dice, range, duration, and/or area ONLY if they are dependent on caster level. For instance, a 5th level Wizard can use Hidden Power to cast a Fireball as an 8th level caster, which means it will do 8d6 points of damage instead of 5d6. This level boost does NOT have an effect on spells known or spells per day, and it only applies to a single casting of a spell (best used when a spell needs some extra "oomph").
As powerful as Action Points can be, they are not without limitations, described below:
- You can only spend one Action Point in a round, period. If you spend an Action Point, you must wait until you come up in the initiative order again to use another one (Action Point use outside of battle is at the DM's discretion).
- You ONLY recover your Action Points when your character levels up, at which time your Action Point pool is full again. If you have unspent points at this time, too bad--use 'em or lose 'em!
- You MUST describe Action Point use in an appropriately dramatic fashion. This can be a curse shouted at an attacking monster, a flashback to your Pick Locks training, a vivid description of you gritting your teeth and bracing yourself to withstand a magical attack, a description of you tightening your grip on your weapon and swinging with all of your might, or what have you. For instance, Weston's character screaming "DRINK DEEP, YOU SUN-STARVED BASTARD!" before torching the Drow Assassin with alchemist's fire would qualify. If you do not provide an appropriate description, the DM will NOT let you use the point (I should know, because I'm him).