Spoiler (Anzeigen)Action points give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.
Metagame Analysis: Action Points
Action points give players some control over poor die rolls. Although this has little effect in an average encounter, it makes it a little more likely that characters will survive extremely challenging encounters and less likely that a single character will fall to what would otherwise be a balanced foe because of bad luck. A reserve of action points lets even careful players expose their characters to more risks, heightening the game’s tension and opening the door to even more heroic action. This variant also makes it less likely that an entire adventuring group will fall victim to one powerful effect, such as circle of death or cloudkill.
Action points also make it more likely that the use of a character’s most potent abilities will be successful. For example, although its overall effect on an encounter might be minimal, few things frustrate a paladin more than missing with a smite attack—an event that becomes less likely when using action points.
That said, action points can also lead characters to routinely get in over their heads (relying on action points to save themselves), and for GMs to unconsciously increase the difficulty of encounters (since characters are more likely to succeed against foes of equal power). This is as fine as long as the characters have a reserve of such points to spend—but if they run out, encounters that would otherwise be merely challenging can become incredibly deadly. Keep the number of action points available to your characters in mind when designing encounters.
Acquiring Action Points
A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.
Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM’s option.
Action Points and Existing Games
Adding action points to an existing campaign is easy, since characters don’t need to make any special changes. Each character simply gains a number of action points equal to 5 + 1/2 his character level.
Using Action Points
You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.
You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (here in this case to this following rolls: attack rolls, saves, attribute checks, skill checks or level checks) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20. Important: You can't use an action point to a natural 1 or 20 (except otherwise noted in the check description. Skill checks would be an example for this.)
Depending on character level (see table below), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.
here is the table:
Character Level | Action Point Dice Rolled
1st-7th | 1d6
8th-14th | 2d6
15th-20th | 3d6
Was man noch mit Action points machen kann:
Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.