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  1. #1
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    Action Dice

    Has anyone experimented with the concept of Action Dice, as presented in
    Eberron, and various other games? It seems interesting, and I`d like to try
    it on my FtF group. Note: there is no regent-ing going on IMC, I would not
    apply it to those actions.

    Lee.

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    Junior Member DemyztikX's Avatar
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    Action Points
    Fudge Points
    Force Points
    Hero Points

    All really the same thing, and I've tried them all with my group. They never use them. They save them for something better, which never comes. The only time they started using points of things to change their abilities/odds/whatever is in Vampire: the Requim. They started using Wilpower and Blood to modify their abilities to keep up with the action. In another group were I am the player (D20 Future setting), I am the only one f 3 players that remembers to use action points, then again I have the weakest character but am the strongest player in terms of experience and rules.
    I always try and use them because I figure they'll be helpful but my group always fails to use them. I would say try it, give them a certain number and if it goes well keep it up, if not, tell them that once they're gone they're gone or say, "hey, the AP aren't working, use them or lose them this session" or just drop them completely on the spot.

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    Senior Member RaspK_FOG's Avatar
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    It's an interesting concept: call it karma, call it the Force, call it Faith or Willpower, it doesn't really matter! it's a very well rounded idea.

    As for hoarding them, well, this can be a problem.

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    Junior Member DemyztikX's Avatar
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    It's a concept that has been used enough times that it seems like a lot of game designers like it. It's good, adds more power to the players, the GM can easily control it with how strict he is with giving them out. Plus since the way the system is done, if you only give them a few it's easy to control how strong players become using them.
    I like them because it lets players control the game more by being able to increase their odds of success. I have one player that rolls really low like 4 times in a row, freaks out gets pissed, then ignores it when he rolls 3 20s in a row. So being able to add a d6 or more to his dice would make him happy. Unfortunately everyone else just hordes them until they die.

    Examples:
    In FUDGE, Fudge Points can be used for anything and can basically be used to make rolls better or change a past event. More Fudge points are needed for bigger things. The GM can say no to any use.
    In RealTime, players get Plot Twists, as does the GM. The pool is static, the GM can use them and then pays players how many he uses. If the players use them, they are payed to the GM for use by NPCs. They can retcon past information, give bonuses, make wounds less than what they seem, etc.
    Force Points from Star Wars get better with the character using them and add a certain number of d6 to dependant on the characters level and wether he's light or dark side. I believe it caps out at 7d6 in this system.
    In D20 Modern they're less flexable for Action Points ranging from 1d6 to 3d6 depending on level (however players get a LOT more than in other systems).
    In DeadLands players get poker chips to represent their luck. Different colors represent the ability to go different things to change the out come.

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