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"Interesting action point mechanic (dice pool)" Topic


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1,717 hits since 13 Sep 2009
©1994-2026 Bill Armintrout
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Double W13 Sep 2009 5:31 p.m. PST

There is a board game coming out next month with an interesting action point mechanic. It is an Indiana Jones-inspired game called The Adventurers ( link ). Each turn, a player (called the Dice Keeper) rolls five six-sided dice. Characters have "load levels" depending on the number of treasures they're carrying. For each die equal to or greater than a character's load level, they get one action point, which they can use can move, search, etc. That means they may be able to have as many as 5 actions a turn, depending on the number of dice equal or above their load levels.

Sound like it might be an interesting mechanic for a light minis game. Certain characters may only be able to move on a roll on roll of 3-6 with 6 dice rolled. Others perhaps only a roll of 4-6, while others 2-6. One non-move action (such as attack) might cost 1 action point the first time in a turn, 2 action points the second time the same turn, and 3 action points the third time. Am I on to something?

ps. Cross-posting this to pulp given the theme of the board game, which I'll probably pick up even if I think it is a tad expensive.

Mr Brightside13 Sep 2009 6:03 p.m. PST

That sounds like both a cool game and a good mechanic. A similar mechanic is used in many of two hour wargames' rules. The d6 rolled for intiative also determines who can activate. So say I roll a 4 and my opponent rolls a 5. He wins initiative but he can only activate characters who are rep (level) 5 or higher whereas I can activate all characters rep 4 or higher.

doc mcb13 Sep 2009 6:05 p.m. PST

So the action points are variable, but the same roll applies to each player or each character?

That is an interesting idea. What would the advantages be -- fairness? -- versus each player rolling his own dice, with the same system of required number based on load?

The Shadow13 Sep 2009 6:14 p.m. PST

Looks kinda light and replay value can't be very high. Especially for "pulp" players that enjoy some plot with their games. The walls and rolling ball gimmicks wouldn't keep me interested for more than a game or two. It might have some value as an introductory "pulp" game for kids though. The thing that's bothering me about the Boardgamegeek photos is that they show *painted* minis, rather the unpainted minis that come with the game. It appears that you can buy them painted separately in a boxed set, but that makes the game even more expensive. OTOH, if it's *only* the minis that attract a buyer, he can buy them without the game, so that's not too bad, but the characters are a little too far out for my taste. They wouldn't fit in with any of the more traditional "pulp" scenarios that I've developed, or would develop.

Double W13 Sep 2009 7:51 p.m. PST

doc mcb -- The same roll applies to all players a turn. That evens things out a bit, I think, instead of each character re-rolling the dice. It also cuts down on the luck factor, given one player may just roll poorly compared to his/her opponent: All players move/take actions based on the same roll.

Shadow -- I largely agree with you. I'm having a hard time justifying the price, and still haven't pre-ordered because of that (you could by a decent amount of minis for the same price). That said, I actually kind of like the cartoonish look of the minis, and might just buy the painted figs instead. Then again, one of my favorite board games of all time is Fireball Island, despite its simple gameplay.

As for mechanic, I think there is a start here for a nice homebrew skirmish game. I'm going to work on some simple rules and see what I get.

Double W14 Sep 2009 6:50 p.m. PST

Here's what I wrote up this evening, based on our conversations. This is a framework for an action point system only, so there is no discussion of a core game mechanic. Therefore, any examples of penalties or bonuses are for illustrative purposes only. And this is far from a finished product.

I use the term "spaces" instead of inches or centimeters. I'm trying not to assume which unit of measurement gamers use.

I see this as as a light, "beer & pretzels" skirmish game meant to be played with a few miniatures in a relatively small area. Admittedly, Rattrap's .45 Adventure rules are what I had in mind in terms of a goal, given they focus on play in a 2-foot-by-2-foot area. I imagine you could play the following in an even smaller area, given most characters won't move more than 3 or 4 spaces at a time!

Finally, I'm not planning to make money off this -- this is open source. While I know it is a very small possibility, I'm assuming no one here will try to rush this to copyright to capitalize on it. This is for anyone to modify and use as they see fit. Don't ruin the fun by being greedy. (And remember, it is based on a mechanic already used in another, soon-to-be-published game.)

NEEDED TO PLAY:

At least six 6-sided dice
A surface area roughly 24x24
A fistfull of miniatures

DEFINITIONS

Action Score = A number ranging from 2 to 6. The lower the score, the more Action Points a character will receive during a turn. The average character has an Action Score of 4.

Initiative Score = A number ranging from 1 to 6, separate from a character's Action Score.


ACTION POINTS

At the beginning of each round, one player rolls 6d6. Each character is awarded one action point depending on the number of dice that are equal to or higher than his or her Action Score.

For example, say a character has an Action Score of 4. The roll that turn is 2, 3, 3, 4, 4, 6. The character is awarded 3 action points, given three dice rolled 4 or higher.

The same roll applies to ALL characters that round. So a character with an action score of 3 would receive 5 action points, given 5 dice rolled 3 or more.

Once all characters have acted, a new round begins. The dice are passed clockwise to the next player and re-rolled.

DETERMINING INITIATIVE

Initiative is determined by the lowest die rolled, then counting up.

In the above example, 2 is the lowest rolled, so characters with an Initiative Score of 2 would move first, followed by an Initiative Score of 3, and so on. Characters with an Initiative Score of 1 would only move after those with 6 have moved.

If two or more players have characters with the same Initiative Score, then a tie is broken by looking at the highest die rolled. An even number means the player who rolled the dice has the initiative. An odd number means the roller's opponent has the initiative. If there is more than one opponent, the first opponent to the left of the roller wins the tie.

If the roller is not the player in a tie, then an even number means the first player in a tie to the right of the roller has the initiative. An odd number means the first player in a tie to the left has the initiative.

Once the first player to move is determined, the order of the round moves clockwise from that player. Using the above example, all players move their characters with Initiative Scores of 2 until the order of the round reaches the first person to move, then they move their 3s, then 4s, and so on.

* A lower initiative score is better, given the likelihood that a 1 or 2 will be rolled with 6d6 is very high.

USING ACTION POINTS

The number of action points determines how many actions a character can take in any particular round, from moving to fighting. The more points, the more actions a character can take.

Simple actions cost only 1 point each. Multiple actions or complex actions may cost more points.

Movement = Moving is a simple action. A character can move 1 space for every 1 action point he or she doesn't spend on another action. For example, a character with 4 actions points can move a total of 4 spaces. If that player takes 1 non-movement action worth 1 point, then he or she can move 3 spaces.

Hustle = A player can sacrifice 1 action point to move his or her character 2 spaces for every remaining action point. So the same player with 4 action points can give up 1 point to move 6 spaces, given he or she has 3 actions points left. Therefore, a character can move up to a maximum of 10 spaces per turn (6 action points – 1 action point). A player who hustles must declare his or her character is doing so at the beginning of that character's turn, which results in a penalty to all other actions taken that turn.

Concentrate = The opposite of hustle. A player declares at the beginning of a character's turn that character will not move during the turn, and as a result receives bonuses to all other actions performed by the character during the turn (such as attack or active defense, although not moving makes a character easier to hit if he or she isn't behind cover).

Jump/Climbing = Jumping or climbing over a barrier or obstacle costs 1 action point for obstacles with a height or width of 1 space, another 2 action points for obstacles a height or width of 2 spaces (for a total of 3 action points), and another 3 action points for obstacles a height or width of 3 spaces (for a total of 6 action points). Characters may have special climbing or jumping abilities that reduce the amount of action points needed to clear obstacles.

Typical Action = A typical action, such as attack, costs 1 action point the first time it is used in a turn. It costs 2 action points the second time it is used, and 3 action points the third time it is used. That means a character can take no more than 3 typical actions a turn. (Given only 6 action points are possible a turn.)

Scaling Action = In certain cases, players can pour as many action points as they want into an action to get bonuses. Suppose, for example, a player wants a character with a high Notice skill to search a room for traps. A quick glance of the room would cost only 1 action point and apply a -1 modifier to that character's Notice skill, given a glance doesn't allow a person to fully take in a situation. The player can instead do a typical search for 2 action points, which results in no modifiers to the roll. Or the player can do a thorough search for 3 action points, awarding a +1 modifier to the roll.

TAKING DAMAGE

All characters can take 5 wounds before being incapacitated or killed. Each character has a Toughness value, with every point of damage by a weapon above that value resulting in 1 wound. Each wound results in a character losing 1 action point for all remaining turns. So a character with 2 wounds can only use 3 action points even though a roll would otherwise allow him or her 5 points (5 action points – 2 wounds = 3 action points). Once a character accumulates 6 wounds, he or she dead or unconscious, given the number of wounds totally negate any action points that character receives.

NOTES

I'm assuming a game will be played with d6s, but it would just as well be played with polyhedral dice. Using d8s, for example, would allow a broader range of Action Scores, ranging from 2 to 8 instead of 2 to 6.

A roll of 1 should never result in awarding an action point. If it did, then there would be no point in rolling dice given the character would automatically max out at 6 action points.

Action points cannot carry over from one round to the next. This prevent players from hoarding points until an opportune time.

As a general rule, characters with low Action Scores are relatively weak in combat and defense, given they will be able to make multiple attacks during a single round. Characters with high action score are strong and tough, able to dish out and take more damage before receiving wounds, since they probably only will be able to take one action a round. This balances out gameplay.

Certain skills or edges may allow characters to make subsequent actions during a round for fewer action points. A character with a fencing skill may could spend 1 action point his first sword attack, 1 action point his second attack, and 2 action points his third attack, meaning he could take 3 typical actions and still move 2 spaces. Such skills should be narrowly defined so they are not abused.

Knockman17 Sep 2009 4:29 a.m. PST

I really like these basics and keen to see this develop further as it has some decent potential, but I might be tempted to simplify it just a little.

Firstly, on the basic principles, I'd aim for using 'thresholds' and 'task numbers' more.

Sticking with D6s for now, I'd anchor the capability of the character/figure on a 1 (heroic) to 6 (abysmal) value. This 'Capability Value' could also record and reflect wounds – every time the figure takes a hit of damage the number increases, until when he gets to 7, he's expired.

Instead of rolling 6 X D6, I'd be tempted to roll maybe 3 x D6 instead, and the Action Allowance is worked out slightly differently. The dice scores have to equal and/or surpass the figure's capability score, and the excess score generates even more Action Points. But the number of D6 rolled has great flexibility, just add more if you want a quicker game with the potential for lots more Actions.

E.g., Hero Adventurer has a Capability Value of 2, so rolls the 3 x D6, and scores 1, 2 and 5. So one D6 fails entirely, and is discounted. The 2 result gets him an Action Point (as it equals his value spot on) and the 5 result gets him four Action Points! Now if that same Hero Adventurer was carrying 2 wounds, and his current Capability Value is therefore 4, the same dice roll would have only got him the two Action Points to use.

You could theoretically use the exact same system for teams or units of figures as well, giving the unit a Value too.

Key to this would be the reference table listing the possible Actions for both individuals and units, and for a little more detail, the cost in Actions Points that they take.

And while some of these Actions could be standard rated and take instant effect, some could have a simple Task Number allocated to them, where the player has to roll 1 x D6, and score equal or greater to his current Capability Value to actually do the Action. Failure means if he has Actions to spare, he could re-attempt again. A good trick here, taken from the excellent Ambush Alley stuff and some RPG systems I've seen, is to have a standard fixed number (say 3+ or 4+) that never changes, and applies to all Task tests, regardless. It's a simple mechanic, that really speeds the game play.

E.g., Hero Adventurer can Move, Aim, and Shoot, and each Action costs him one AP each. Now he wants to use the 'Carry Damsel-in-Distress to Safety' action, costs two APs, and needs a TN Test of the mandatory 4+. If he passes, the conditions of this unique action allows him to do an instant 12" move to cover, with the young lady in his arms, to escape the returning evil minions. If he fails the TN Test, he's failed to deal with the hysterical lass, and actually expends those two APs trying to console and calm her down. Sadly, he's now also run out of APs.

The clockwise turn passing is OK too, it's a fair way of dealing with it, but you could also work out the Initiative by totalling everyone's 3 X D6 roll too, with the high scorer having the opportunity to take their turn or pass and jumpi in when they want too, and as an additional optional rule, having the right to 'interrupt' another player before they complete their actions.

So grading the Capability Value could provide you with a handy foundation to link the whole game too. It can cater for Individual Character figures, as well as units or teams of Minions, Porters, Askaris, Militia, Special Forces – you just grade that number accordingly, perhaps Minions at 4, Porters and Militia at 5, Askaris at 3, and Special Forces at 2….

Keen to see how this develops :o)

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