Action Point System in RPGs - The Good & the Bad
Posted: Tue Oct 13, 2009 2:20 pm
Okay, first of all, a definition of terms:
When I say "Action Point" I don't refer to the D&D mechanic where you have a pool of points that you can spend to add a bonus to a die roll (alternatively called "Destiny" or "Fate" points in other systems).
I refer to the "Action Points" used in games such as Space Hulk, Jagged Alliance, Conflict of Heroes, and the like.
Basically, each character in the system has a pool of action points which refresh every round. In order to do some kind of action (i.e. movement, shooting), the character must spend action points.
In Space Hulk, for instance, a Space Marine gets 4 AP per turn. It costs 1 AP for them to move 1 space, 1 AP to fire their weapon once, 2 AP to fire the flamethrower, etc.
Now, I've been thinking of making an RPG that uses the Action Point system. I was just wondering though - what are the advantages and disadvantages of using the AP mechanic for RPGs? What have been good and bad implementation of the mechanic?
Off hand, the pros and cons of the system that I've thought of are:
Pros:
* APs offer greater flexibility for characters and monster. They're not just limited to moving and then whacking something anymore like in the Move/Standard/Full action system.
* More interesting resource management - i.e. mechanics can be introduced that allow you to carry over APs in future turns, abilities that grant bonus APs, etc.
* It can serve as a balancing mechanic between different classes - i.e. Wizards may have powerful spells but very low AP to cast them, while fighters get a lot of AP to play with.
Cons:
* More bookkeeping and added complexity.
* More prone to "broken" combos.
Any other inputs from the experts here at the Den?
When I say "Action Point" I don't refer to the D&D mechanic where you have a pool of points that you can spend to add a bonus to a die roll (alternatively called "Destiny" or "Fate" points in other systems).
I refer to the "Action Points" used in games such as Space Hulk, Jagged Alliance, Conflict of Heroes, and the like.
Basically, each character in the system has a pool of action points which refresh every round. In order to do some kind of action (i.e. movement, shooting), the character must spend action points.
In Space Hulk, for instance, a Space Marine gets 4 AP per turn. It costs 1 AP for them to move 1 space, 1 AP to fire their weapon once, 2 AP to fire the flamethrower, etc.
Now, I've been thinking of making an RPG that uses the Action Point system. I was just wondering though - what are the advantages and disadvantages of using the AP mechanic for RPGs? What have been good and bad implementation of the mechanic?
Off hand, the pros and cons of the system that I've thought of are:
Pros:
* APs offer greater flexibility for characters and monster. They're not just limited to moving and then whacking something anymore like in the Move/Standard/Full action system.
* More interesting resource management - i.e. mechanics can be introduced that allow you to carry over APs in future turns, abilities that grant bonus APs, etc.
* It can serve as a balancing mechanic between different classes - i.e. Wizards may have powerful spells but very low AP to cast them, while fighters get a lot of AP to play with.
Cons:
* More bookkeeping and added complexity.
* More prone to "broken" combos.
Any other inputs from the experts here at the Den?