In Defense Of AP (Action Points)

A long time ago I decided to make a move from the standard D&D-style collection of actions to a system based on Action Points, or AP.  Instead of having different slots of actions–Major, minor, bonus, move, etc.–I wanted players (and myself) to be able to choose a wide array of potential actions on their turn without being locked in to categories. Sure, a normal round using AP in Shattered Empire still may have the superficial look of One Move, One Attack, Drink One Potion, but there will be tons of times when it doesn’t. You can use your AP in any way you want, which means that some characters will attack multiple times instead of doing anything else. Situationally, you may take three move actions on your turn instead of attacking at all. You might sit back and save up AP for the next round, unleashing a giant combo, or make a skill check, read a spell-scroll, and then fire a crossbow. You have a max amount of action points to use, and depending on the situation you may use them in any number of ways. It lets strategy and variety rule over combat encounters.

But, lets be fair. It can slow down a turn.

Some players are really good at keeping numbers in their head, thinking about actions before their turns, and making quick decisions based on context. And some players will inevitably ask “How many AP have I used this turn again?” It might take a little training to get the flow down perfect, and it might even take the GM urging a certain player to pick up the pace. It’s not a perfect system, but it’s a better one.

My favorite thing to shake my head at is when a player realizes they still have AP left over, so instead of just ending their turn they take a superfluous action. They may have put themselves in the perfect position strategically, performed every action they planned, and had great results, but by-the-gods they are not going to waste 2 AP. “I’ll move five feet to the right.” There. A nice even 0 AP.

But, to be fair again, those slow players are going to be slow no matter what system they use.

Perhaps the biggest reason AP wins over Actions is in spellcasting. Varying AP costs for spells encourage combos and synergy. All too often in RPGs the Standard Action is used up when you cast a spell, and there’s no way to cast another one. With that type of system, how often does a Controller or Leader say “screw it, I’ll just attack” instead of casting a buff or debuff? They don’t want to “waste” their Standard Action on granting their ally a bonus to attack. They may entrap an enemy with a spell, but by the time their turn comes back around and they are able to attack it the effects may have already worn off. I’ve watched it happen over and over.  With a rich AP system, you can make those combos where you cast a spell that makes an enemy vulnerable to poison and then apply poison to your mace and attack them. You might not be able to move that turn, or maybe you sacrificed some defense in order to save up AP…but there is a path to your ideal actions.

AP also introduces the concept of situational value to a spell or power. Different powers cost different APs, so you might choose one or another based on the other actions you want to take that round. You can stack powers because they aren’t all “Standard Actions.” You can put your head down and run all the way across the battlefield instead of going one “Movement Action” per turn.

Weapons too can be affected in a different way because of AP. You might be able to take two stabs with your little knife, dealing minor damage to two targets instead of swinging your giant halberd and dealing massive damage to only one target. AP effectively grants an “attack speed” to different types of weapons; an attribute that is completely missing in so many tabletop RPGs.

Does using an AP system cause more bookkeeping? Technically yes. But it’s so marginal that it doesn’t matter. Usually your AP isn’t going to change outside of leveling, and the system is easy. There is no need to physically chart your AP usage every turn. You can quickly and easily track it in your head, and it resets every turn anyway.

Finally, AP resets at the END of your turn. This allows for multiple actions to take place during the round, even if it is not your turn. Reactions, interruptions, extra defense…You spend AP on these, so if you are willing to limit your actions during your normal turn you can perform more actions during someone else’s turn in the round. This adds another layer of strategy and gives a feeling like things are happening more in real-time and in response to multiple other players and NPCs, instead of just having a “Reaction Action” slot.

If you are interested in an AP system, check out the BASE12 system or shoot me a message to playtest the Shattered Empire campaign setting!

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Roll Charts: Weapon Properties

Shattered Empire has a deep randomized system for generating weapons and their properties for treasure parcels and shopkeepers. This system is designed for GMs to setup before play, as it involves separate rolls for type, condition, material, and bonus properties. But what about generating quickly on the fly? What about other games that don’t have a system in place?

The following may not work with every game system, but it should be easy enough to adapt. Note: This is for generating special properties, not the base weapon itself.

Roll 1d20:

1. Unskilled Craftsmanship. The damage and attack dice each receive a -1 penalty.

2. Shoddy Craftsmanship. The damage and attack dice are each reduced by one size.

3. Damaged. The damage die receives a -1 penalty.

4. Rusty. The damage die is reduced by one size.

5. Primitive Material. The attack die receives a -1 penalty.

6. Unrefined Material. The attack die is reduced by one size.

7. Average. No change to weapon stats.

8. Refined Material. The attack die is raised by one size.

9. Quality Material. The attack die receives a +1 bonus.

10. Fine. The damage die is raised by one size.

11. Superior. The damage die receives a +1 bonus.

12. Exquisite. The damage and attack dice are each raised by one size.

13. Masterwork. The damage and attack dice each receive a +1 bonus.

14. Elemental Forge. The weapon gains a 1d4 bonus die for elemental damage (fire, cold, or lightning)

15. Paralyzing. Target is paralyzed for one round whenever weapon hits.

16. Slaying. When the weapon deals more than half of remaining HP in damage the targeted creature is instantly killed.

17. Reaping. Whenever the weapon deals a death blow, the wielder’s AP or allotment of actions is reset and their turn continues.

18. Keen. The weapon’s critical threat is increased by 3.

19. Brutal. The weapon’s damage threshold is raised by 3.

20. Legendary. The weapon deals double damage.

To Explore Strange New RPGs

At one time I started working on a Star Trek RPG homebrew using the BASE12 system. I’ll probably not do anything else with it because I’m much more interested in creating my own worlds than I am in repurposing other people’s. But if you need a starting point for a Star Trek home game, here’s a Race/Class/Skills handbook and character sheet that you can use. This is literally everything I have, so you’ll have to get creative to fill in the gaps. Enjoy!

Player’s Handbook

Character Sheet

Separating Simple From Easy:  Why BASE12? 

BASE12 isn’t for everybody; no game system is. The wide spectrum of playstyles dictates the vast array of systems and variants on the market, and that’s a good thing. Imagine if you had to play every game, regardless of setting, using the same game system? Would you really want to roll a d20 to see if you successfully charted a course for your starship? How could a complex figure like a secret government agent be summed up with only three stat categories?

The gaming boom of the aughts brought a new hurdle for developers. With a flood of new gamers–or return gamers that were away from the hobby for sometimes decades–RPGs in general took an approach of “Easy and Accessible.” It was important that newcomers not be deterred by overly complicated rules and structure. “Make it broad and approachable,” the developers thought.

The early twenty-teens saw many systems go a step further: into simplicity. It seemed reasonable that in our fast-paced/low-attention-span age that gamers would want to jump right in and game. Little setup, little structure. Just quick, easy, simple mechanics and let the role-playing take over from there.

And that, too, is a good thing. It’s especially good for pure role-players, and those that would rather meet and tell a collective story with friends than actually game.

But it’s not the only way.

I have always wanted a little more, and since I missed the boat on Pathfinder during my twenties I never quite found a system that let me dig in and get that math-crunch adrenaline rush that I craved. I wanted complicated.

And that’s why I made BASE12. I wanted a complicated, deep system. That doesn’t mean it’s hard to learn or slow to play; complicated can still exist beside quick and easy. It’s just that simple word that I wanted to get out of there.

So, yes, BASE12 is complicated. There are 12 Attributes for your character (compare this to 6 in D&D, or 5 in Savage Worlds.) This depth in defining your character’s attributes would allow you to create any type of character you can think of, and fit it into any genre.

Skills are tied to Attributes, so having more Attributes allows for more precision and variety in Skills.

Derived stats (Hit Points, Stamina Points, Action Points) as well as things like movement distance and initiative come from Attributes as well, giving greater control over minutiae.

Is it crunchy? For sure. It has depth enough for mathematicians, character tinkerers, and level-planners. But it’s still easy to learn, and quick to play.

Wanna try BASE12? It’s free under a Creative Commons license that even let’s you create and sell your own games designed for it.

Here’s a link: Base12 RPG System

Playtesters Wanted!

As I move into the final stage of playtesting before starting a Kickstarter campaign for Shattered Empire, I’ve decided it’s time for people to test it out and give me feedback without me sitting at the table with them.

If you are a GM that has access to a group that would like to playtest a Strategy RPG in a High Fantasy setting and are willing to give feedback on mechanics and documentation clarity, please send me a message or email me at LegendaryDropCast@gmail.com and I’ll send the penultimate draft of the game documents to you.

Looking forward to taking this thing to the next level!

(to get an idea of the crunchiness of this system, here’s what the Character Sheet looks like…)

Character Sheet

Base12 Mechanics in Distant Earth

The Base12 Attribute system is used to build your character in Distant Earth, but what exactly does each attribute govern?

Strength (STR) – Carry weight, brawling attacks, melee attacks, general acts of raw power

Dexterity (DEX) – Gun attacks, fine motor skills, mechanical repair, lockpicking

Intelligence (INT) – Technology skills, using computers, hacking, general knowledge skills

Awareness (AWA) – Defensive skills (blocking), explosives, perception, sniping, piloting, espionage

Agility (AGI) – Defensive skills (dodging), martial arts, acrobatics, balance

Willpower (WIL) – Defensive skills (fear, mind control), resisting Madness, social interactions

Constitution (CON) – Wound capacity (health), poison resistance, disease resistance, cybernetic capacity

Stamina (STA) – Skill Points (SP), athletics (running, swimming), advanced combat tactics

Wisdom (WIS) – Survival techniques, scavenging, commerce, identification, intuition, social skills (vs lying)

Charisma (CHA) – Diplomacy, persuasion, intimidation, social skills

Speed (SPD) – Initiative rolls, movement speed, stealth, pickpocketing

Luck (LUK) – Bonus rolls, lucky shots, loot rolls, random extreme situational rolls

 

Here’s a link to the “standard” Base12 system for reference.

Base12 RPG System