I'm really excited to start our new forum off. I hope that this introduction will help us to discuss this mechanic and give us all some great ideas to implement into our own games.
The reason that I have chosen to moderate this mechanic is because I have probably used it more than anything else to this point. My reason for using it so much is because I believe that it is easily adaptable and can be changed to fit a game's other mechanics.
Action Points Allowance is basically used to limit the amount of actions players may take each turn. There are a few ways I have seen (and used) this mechanic. The first and most basic way is giving each player an amount of action points per turn, which never changes, and each action costs 1 point each. Mage Knight, Heroclix, and Mechwarrior miniature game systems as well as a slew of other games use this. A slight variation of this is used by Tikal, where the points per turn for each player are the same, but the actions have different costs. Something I have not seen in other games, but sure they could be there, is having actions cost 1 point each, but each player's action points may flucturate each turn. I used this in Nova. There are probably many other ways that this can be used as well.
While I was thinking about how to approach this, I thought it would be best if I asked a few questions when I open this up to the forum.
1. Do you like Action Point Allowance Systems in games you play? In games you design?
2. What is it that you like (or dislike) about Action Point Systems?
3. What has been your favorite Action Point System?
4. Are Action Point Systems too common? Not common enough?
5. What other mechanics do Action Point Systems mix well with? What mechanics do not mix well with Action Point Systems.
Please do not feel that you have to answer all (or any) of these questions. Please feel free to ask an additional questions to the forum.
I hope to hear what the forum thinks about this. "May the discussion begin!"
-Steve
Action points, in many games, are used to balance between too coarse and too fine a granularity. You don't want players being able to move all the way across the board, kill the opponent, and move all the way back, before the opponent gets to do something. So you break it down into finer time slices. If you go too far, you get Star Fleet Battles, where everything happens simultaneously...in excruciatingly fine detail. Action points creates a very nice happy medium.
The other thing action points does is to assign "weight" to all possible actions. Something that is more advantageous costs more points to execute. And if action points can be saved from turn to turn, then costly actions need to be saved for, but only by doing much less for a while.