Action Points

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Action Points (AP) describes the time necessary to perform an action each round, usually applied during combat. Though rounds are nominally 12 seconds in length, the time for an action point to be expended depends upon both the relative speed of the actor and the difficulty of the action to be accomplished. Action points manage this time-keeping disparity with an eye to playability by assigning an AP cost to each action. Players and NPCs must decide what to do with the points they have, introducing a strong tactical element to combat.

Action points not spent in the course of each round cannot be saved up and used later. Some actions require multiple rounds to perform, such as spellcasting, loading weapons or searching. These examples presume the actor's efforts are being spent in a single continuous procedure that happens to occur over several rounds due to its nature.

Movement

Stride Hexes/AP
Wary 1
Normal 2.5
Running 3.5
Sprinting 5

Movement describes the AP cost to cross the distance from hex to hex, each being 5 feet in diameter. There are four manners of movement, or strides. These strides are wary, normal, running and sprinting; the AP cost for each is shown on the right-hand table.