Post by DM on May 4, 2006 7:06:17 GMT -5
For this campaign, I am adding a new feature that may help some of you who have chronically devastating rolls (you know who you are): Action Points.
Action Points allow a player to sway the outcome of a die roll in a critical situation, as well as add a bit more interest to the game. I will award and keep track of Action Points, and you should do your best to keep track of them on your character sheet as well.
Action Points are awarded for several different reasons, including but not limited to: leveling up, completing a dungeon, completing a chapter, roleplaying, enthusiasm, humor, etc.
You may only spend an Action Point on your turn in the initiative order, and it counts as a free action.
By spending ONE Action Point, you are allowed to do one of the following:
By spending TWO Action Points, you are allowed to do one of the following:
By sacrificing ALL of your Action Points (minimum of 4), you may do one of the following:
You can only have a total of 20 Action Points in your possession at any one time (points gained from leveling up do not count toward this limit). Action Points from leveling up DO NOT transfer up to the next level, but you will receive new points for the new level. If you do not use the Action Points you gain from leveling, you lose them. All other Action Points that you receive will carry over from level to level.
Action Points allow a player to sway the outcome of a die roll in a critical situation, as well as add a bit more interest to the game. I will award and keep track of Action Points, and you should do your best to keep track of them on your character sheet as well.
Action Points are awarded for several different reasons, including but not limited to: leveling up, completing a dungeon, completing a chapter, roleplaying, enthusiasm, humor, etc.
You may only spend an Action Point on your turn in the initiative order, and it counts as a free action.
By spending ONE Action Point, you are allowed to do one of the following:
- Roll additional dice to add to a d20 roll, after the roll is made but before the result is determined. From levels 1-7 you may roll 1d6, from 8-14 you may roll 2d8, and from 15-20 you may roll 3d10. If you are rolling more than 1d6, the additional dice are not also added into the result. Instead, the highest roll is chosen out of the two, which is then applied to the d20 roll.
- Stabilize at your current hit point total, assuming that you are below 0 hit points.
By spending TWO Action Points, you are allowed to do one of the following:
- Gain one extra use per day of a class ability.
- Roll an appropriate amount of dice (1d6 for levels 1-7, 2d8 for levels 8-14, or 3d10 for levels 15-20) to add to a damage roll, after the roll is made but before damage is applied to your opponent. The damage may only be added to a melee hit (not a spell effect), and is the same "type" of damage as the melee strike. Like the d20 roll above, only the highest result from your roll counts, the dice are not totaled.
- Roll an appropriate amount of dice (1d6 for levels 1-7, 2d8 for levels 8-14, or 3d10 for levels 15-20) to add to the number of hit points restored by a healing spell. As above, only the highest result from your roll counts, the dice are not totaled.
By sacrificing ALL of your Action Points (minimum of 4), you may do one of the following:
- Regain the use of a spell slot, spell per day, etc. The regained spell must be cast during the initiative turn they are regained.
- Succeed at a single failed saving throw (exception to the 'only on your turn' rule).
You can only have a total of 20 Action Points in your possession at any one time (points gained from leveling up do not count toward this limit). Action Points from leveling up DO NOT transfer up to the next level, but you will receive new points for the new level. If you do not use the Action Points you gain from leveling, you lose them. All other Action Points that you receive will carry over from level to level.