Author Topic: Combat Action Points  (Read 2992 times)

CYMRO

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Combat Action Points
« on: November 28, 2006, 09:39:29 PM »
So, working on my proposal for the CBG system, this following is the beginnings of a list of actions that have AP costs in combat.  
So, what needs to be added?  



ACTION POINTS
Every character starts with an Action Point Base of 10.  The APB can be increases temporarily by certain magic charms or scientific lines of inquiry.  It can be increased permanently by taking the Strategic Insight feat.

ACTION AP COST
Melee, Ranged, Throw Attack=   7   
Ballistic or Ranged Energy Attack=   5   
Unarmed Attack/Grapple attempt=   4   
Choke attempt=   5   
Maintain Grapple=   2   
Maintain Chokehold=   3   
Break Grapple=   4   
Break Chokehold=   5   
Cast spell=   8   
Cast Charm=   10   
Move base speed=   3   
Take 5€„¢ step=   1   
Draw or sheath weapon=    1   
Recover from prone position=   3   
Drop to the ground=   1   
Light a torch=   2   
Open/close a door=   1   
Pick something up off the ground=   2   
Pull something out of a backpack=   2   
Catch something that's thrown to you=   1   
Mount a steed/enter a vehicle=   5   

« Last Edit: December 12, 2006, 11:46:14 PM by CYMRO ARBITER BRASSICI »

Epic Meepo

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« Reply #1 on: November 28, 2006, 09:46:29 PM »
Light a torch. Open a door. Activate a feat. Cast a quickened spell. Mount a horse. Fast mount a horse. Pick something up off the ground. Pull something out of a backpack. Catch something that's thrown to you. Hustle or run.
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CYMRO

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« Reply #2 on: November 28, 2006, 10:00:27 PM »
Quote from: Epic Meepo

Light a torch. Open a door.  Pick something up off the ground. Pull something out of a backpack. Catch something that's thrown to you.


These seems like good candidates for 1 AP. Maybe 2?

Quote
Mount a horse. Fast mount a horse.


Mounting a horse, seems like 5 to me.  Not sure about about fast mount.

Quote
Hustle or run.


Unsure.  Running: 8?

Quote
Activate a feat. Cast a quickened spell.


Unsure.  As I am trying to rework feats from the ground up to match major changes, I have yet to come to one that needs activation.
As for quickened spells, the magic proposal I am working on is so radically different that I am not sure quickened has any meaning to my system.

snakefing

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« Reply #3 on: November 28, 2006, 10:31:08 PM »
Hmmm... seems to me that an all out run would really use pretty much a full 10. But there should be something in between, that would move less than a dead run but leave at least a couple AP for drawing a weapon or something similar.

A charge I guess would cost 10, but that includes both a base move and one melee or unarmed attack at the end?

Then there are the free actions, that cost 0 AP. Would there still be the concept of a swift action? (Cost 0, but no more than 1 per round.) Or is it just as well to make those cost one or two AP?

Activating a magic item, drinking a potion, applying an oil.

First aid? Listen or spot check? Moving silently?

One feat/ability that does need to be activated is rage. But it isn't obvious that would require an AP cost.

Feats or abilities like sneak attack might conceivably add AP to the cost of the attack. But that might be getting a little too nitpicky for my taste.
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beejazz

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« Reply #4 on: November 28, 2006, 10:52:49 PM »
Movement: 1AP/square

Mwahahahahaha!
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CYMRO

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« Reply #5 on: November 28, 2006, 11:07:04 PM »
Quote from: beejazz

Movement: 1AP/square

Mwahahahahaha!



Oh, sure, make it easy...

What about charge?  Make it a feet that allows 2 squares per AP?

CYMRO

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« Reply #6 on: November 28, 2006, 11:11:49 PM »
Quote
Then there are the free actions, that cost 0 AP. Would there still be the concept of a swift action? (Cost 0, but no more than 1 per round.) Or is it just as well to make those cost one or two AP?


Free actions, like talking and screaming, could be 0AP, but most other things, the swift shit, 1 AP I think.

Quote
Activating a magic item, drinking a potion, applying an oil.


1 AP.

Quote
First aid? Listen or spot check? Moving silently?


First aid in combat? High AP, 7 maybe?  The others are tough.


Quote
One feat/ability that does need to be activated is rage. But it isn't obvious that would require an AP cost.


Agreed, rage just comes on you.

Quote
Feats or abilities like sneak attack might conceivably add AP to the cost of the attack. But that might be getting a little too nitpicky for my taste.


Again, agreed.

beejazz

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« Reply #7 on: November 28, 2006, 11:15:47 PM »
Quote from: CYMRO ARBITER BRASSICI

Quote from: beejazz

Movement: 1AP/square

Mwahahahahaha!



Oh, sure, make it easy...

What about charge?  Make it a feet that allows 2 squares per AP?

Who says a charge has to grant extra movement? You're sacrificing extra attacks for a slight bonus. All it has to be.

"Spend x points on movement before attacking and get x bonus."
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CYMRO

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« Reply #8 on: November 28, 2006, 11:19:22 PM »
Quote from: beejazz

Quote from: CYMRO ARBITER BRASSICI

Quote from: beejazz

Movement: 1AP/square

Mwahahahahaha!



Oh, sure, make it easy...

What about charge?  Make it a feet that allows 2 squares per AP?

Who says a charge has to grant extra movement? You're sacrificing extra attacks for a slight bonus. All it has to be.

"Spend x points on movement before attacking and get x bonus."


Good thinking.

snakefing

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« Reply #9 on: November 28, 2006, 11:36:21 PM »
Quote from: beejazz

Who says a charge has to grant extra movement? You're sacrificing extra attacks for a slight bonus. All it has to be.

"Spend x points on movement before attacking and get x bonus."


Simple, I'd like it, but the problem is if your attack takes 7 AP and most people only have 10 AP, it doesn't make for much of a charge. :(

That's why I was suggesting a combined cost for a charge attack that pays for both move and attack.
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beejazz

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« Reply #10 on: November 28, 2006, 11:40:56 PM »
7AP for an attack is just a bit much. It could start at 7 with buyable abilities to bring it down 2 points (never below 3) or vary by weapon.
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Epic Meepo

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« Reply #11 on: November 28, 2006, 11:46:04 PM »
Quote from: beejazz
Movement: 1AP/square

Mwahahahahaha!

Well then, sign me up to be a halfing, because there is no longer any difference between speed 20 ft. and speed 30 ft. For that matter, yon halfling can keep pace with a dragon whose fly speed is 360 ft., since both the dragon and the halfing must pay 1AP/square.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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CYMRO

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« Reply #12 on: November 28, 2006, 11:47:39 PM »
Quote from: beejazz

7AP for an attack is just a bit much. It could start at 7 with buyable abilities to bring it down 2 points (never below 3) or vary by weapon.


I have a feat that can be taken multiple times that adds 1 AP to your APB, so that 7 can become less of a burden.

CYMRO

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« Reply #13 on: November 28, 2006, 11:50:25 PM »
Quote from: Epic Meepo

Quote from: beejazz
Movement: 1AP/square

Mwahahahahaha!


Flying and swimming speeds might be different.

beejazz

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« Reply #14 on: November 28, 2006, 11:59:49 PM »
Change AP totals for size. Do the same for costs.
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