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 Action Points & Heroes Points

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Syd
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Syd


Nombre de messages : 1263
Age : 38
Date d'inscription : 18/06/2007

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MessageSujet: Action Points & Heroes Points   Action Points & Heroes Points Icon_minitimeJeu 19 Jan - 15:52

ACTION POINTS

Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. A character can spend 1 action point to do one of these things:

Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.

Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.

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.

When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character 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 (whether the attack or check or saving throw suc­ceeded or failed). A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.

When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn’t roll a d6. In this case, the action point is not a bonus to a d20 roll.

A character can spend 2 action points to reroll any d20 roll, but only take the new result.

A character can only spend action points once in a round. If a character spends a point to use a class feature, he or she can’t spend another one in the same round to improve a die roll, and vice versa.

Depending on the hero’s character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
Character Level Action Point Dice Rolled

1st–7th 1d6
8th–14th 2d6
15th–20th 3d6


Dernière édition par Syd le Jeu 19 Jan - 20:42, édité 1 fois
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Syd
Admin
Syd


Nombre de messages : 1263
Age : 38
Date d'inscription : 18/06/2007

Action Points & Heroes Points Empty
MessageSujet: Re: Action Points & Heroes Points   Action Points & Heroes Points Icon_minitimeJeu 19 Jan - 16:15

HERO POINTS

The GM decide when and how he award Hero Points, because they can easily turn the wave of battle. These points are precious rewards and show difference between normal people and heroes.

Utilisation: Anytime before an action is determined a success or failure, but once per rounds.

Kind of Actions:

When used on a d20 roll, add +20 on the roll.

1. If used with an attack roll, and the attack roll result would have succeeded without the use of the hero point, the hero point does one of the following, at the player's discretion:

Powerful Blow: The attack deal double Damage.

Call Shot: The attack strikes a specific spot of the target, dealing normal damage and inflicting one of the following effects: Headshot (stunned for 1d3 rounds), Blinding blow (blinded for 1d10+4 rounds) or Nerve strike (one of the foe's limbs is rendered useless for 1d6 rounds).

2. A hero point can be used when a character casts a spell; doing so adds +20 to the spell's saving throw DC.

3. A hero point can be used to take an action when it is not the character's turn. The character can take a round's worth of actions out of the initiative sequence without any special bonuses. He then returns to his normal initiative count.

4. A hero point can be used in a defensive action, when being attacked physically or magically. The hero point adds a +20 luck bonus either to the character's armor class or on her saving throw. If the character makes a saving throw for half damage or a partial effect, and did not need to use the hero point to do so, she ignores the damage or the effect entirely.

5. If the player uses a hero point when a die roll determines that her character would die, the character avoids death and instead falls to -1 hit points and stabilised. At the GM's discretion the character can suffer some signature injury befitting the circumstances, as a reminder that hero points will not always be there to save him.

6. A hero point can be used to create narrative and chage the course of action. Exemple: A paladin might thrust a cursed sword into a rock, vowing that only the hands of three mighty paladins will ever be able to draw it from its prison of stone. Exemple 2: A rogue might use a hero point to disarm a foe and sed his weapon sailing into the hands of an unarmed comrade. When a player uses a hero point in the way, the GM really has to pay attention to details and watch out for blatant breaking of the rules. This allow players to use hero points to shape the story told in the adventure in some way that makes it unique and memorable.

Normal Use:

- Agmenting a skill roll.
- Improving a combat roll.
- Ensuring a spell's success by boosting the saving throw DC.

Dramatic Use:

- Leaping to catch a live grenade and throwing it back.
- Swinging from a rope to land on a flying gryphon.
- Pinning a warlock's hand to the wall with an arrow.
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