Your role-playing game design features a mechanic for "Action Points" (otherwise known as Fate-, Fortune-, Hero-, Benefit-, Luck-, Karma-, Drama-, etc. Points). In your game, this is detrimental for all of the reasons that I've circled below.
- Your Action Points are purely abstract, and have no in-game reality to them; they require out-of-character thinking to use them.
- Your Action Points have a very long list of possible effects, that are difficult to remember in play.
- Your Action Points are advertised as "encouraging dramatic stunts", but are really better used defensively, to avoid villain success or being embarassed at simple tasks.
- Your Action Points require the players to anticipate where the "climax" of the story is.
- Your Action Points are being used to patch over otherwise unbalanced core game mechanics.
- Your Action Points for heroes are offset by the villains also having Action Points, and will be used to simply cancel each other out.
- Your Action Points are being used to enforce a pre-determined story, which is antithetical to the actual play of your game.
- Your Action Points have a mechanical complexity which is not worth the benefit they have on your game.
- Your Action Points require retroactive continuity (retcons; temporal backtracking) to adjudicate.
- Your Action Points can be spent and still fail at the action that is being attempted.
- Your Action Points are awarded by the GM for subjective things like humor or bravery, causing some players to feel that the game has become competitive or unfair.
- Your Action Points require additional die-rolls that break the pacing of the game.
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