wynn: (| i will learn to survive.)
ƜуηηєfαƖѕнσηɗ ([personal profile] wynn) wrote in [community profile] theround2012-03-12 12:55 pm
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Sunday Stats | Talents & Action Points

SUNDAY STATS || TALENTS & ACTION POINTS

 STEP ONE: TALENTS & LANGUAGES 

Every basic class offers a selection of talents to choose from.  A character gains a talent upon attaining each odd numbered level in a class (including 1st level).  Talents are various extraordinary abilities that you get to select off from a class specific list (for Modern classes), or that come with the class (for D&D classes).  Some talents have prerequisites that must be met before a character can select them.

Looking at our example Smart Hero class again, you can see on the chart at which levels your character gains a talent.  In D20 Modern, talents are organized in 'trees', to make it clear what prereqs you need to get more powerful talents.  You're allowed to pick from different talent trees, but you usually must start at the 'bottom' of the tree. Smart Hero works a bit differently:  a character must have a talent from the research tree to pick from the Strategy tree.  The directions for prereqs will always be spelled out in the descriptors.  When a Smart Hero achieves their first talent, they can choose from Savant or Linguist (if they have at least 3 languages).

Note on starting languages:  All characters begin play knowing how to read and write at least one language.  For every point of INT MOD that they have, they can read and write an additional language.  For example, Gar has an Int score of 18, which gives her a +4 mod.  This means she starts 1st level with 5 languages (her initial language + 4 bonuses).

If you aren't using D20 Modern classes, D&D classes are granted 'special abilities' that are akin to talents.  You do not, however, get to pick which ones you are taking at any level.  It will say directly in the Special column what they will attain at that level.    Descriptions of individual talents and special abilities will be listed on the class info page down below.

You can keep track of your talents and special abilities on the back of your character sheet.  Different talents, etc. might give your character circumstantial bonuses to various checks.  If it's easier for you to write those in the margin next to the exact skill, etc. so that you don't forget about it, do what works best for you!

STEP TWO: ACTION POINTS


One thing that makes D20 Modern/Urban Arcana different from standard D&D is the inclusion of action points.  Action points provide a player with the means to reroll in dramatic situations.  Every character starts play with action points, and receives a few more at every subsequent level.  

After a die roll, but before the GM reveals the results (so you'd have to put the rerolled number in your original tag) you can decide to spend an action point.  This allows you to reroll your d20 check, but you must then accept the results of the new roll.  This is my personal house rule - so if you are using a Player's Handbook and are confused by the way action points involve a d6, just ignore that.  It is just a complete reroll.  

The number of action points you have is small, so you should use them wisely.   You begin with 5 action points per character at level 1.

You can find information on how many action points you gain at every subsequent level on your class info page.  The general rule is that when taking a base class (Strong, Smart, etc.), you gain 5 + one half your total character level (including multi-class levels), rounded down.  So at level 3 strong hero, you would get 6 new action points.   For advanced classes (which we'll get to later), you gain 6 + one half your total character level, rounded down.

As for D&D classes, always assume the 5 + one half rule for the 11 base classes, and 6 + one half rule for prestige classes.

Questions?  Ask 'em here!  Next week's installment:  basic combat rules!