D20 Mechanic: Action Points

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Action Points in T20.

Overview

You gain action points on a per-session basis. When a game session begins, regardless of its anticipated length, you gain a number of action points equal to 5 + your Luck modifier.

Humans gain an additional action point each session.

Spending Action Points

You can spend an action point to confirm a critical hit. This is the only way to confirm a critical hit; that is, when you threaten a critical hit, you do not roll your attack again to confirm.

On your turn, you can spend one action point to gain an additional standard action.

Whenever you roll a d20, you can spend an action point to add 1d6 to the result. You can make this choice after seeing the result of your roll, but before the GM reveals the result of the roll. You cannot spend more than one action point per d20 roll for this purpose.

Some feats can give you additional uses for your action points, or give you additional benefits when you spend one.