Each session, every player begins with two action points.
Action points can be gain through good roleplaying, specifically roleplaying that somehow hinders the character or group (such as saving a child instead of a powerful magical item from a burning building, or being unable to enter the building because of fear of fire). This is the only way that action points can be recieved mid-session. They do not regenerate from encounters or resting and do not carry over to new sessions.
One way to facilitate roleplaying is to have a number of aspects that define your character’s personality. With these aspects, a player can more easily convince the GM of his good roleplaying. Each character should have at least 4 aspects on his character page. These aspects can range from “Pyrophobia” to “Impulsive” to “In it for the gold” to “Never harm a child;” Anything that could potentially hinder simple strategic choices. The objective is to take 4e out of “board game mode” and make it back into a role-playing game.
If a player does something that is strictly against his aspects, he may be penalized action points or denied future action points that session. However, he will always be warned that the choice will result in this penalty.
Action points can be used for a variety of things:
-Taking an additional action on your turn.
-Making minor story declarations (e.g. the cliff is unusually fragile from the recent rain and may crumble, or I am good friends with the bartender from mage’s school). Follow the Rule of Cool here. Of course, the DM has the final choice in any suggestions the player has.
-Rerolling a poor die roll of any kind (or adding a d6 to a d20 roll). You must use the second die roll, even if it is worse.
-Using an Encounter Power that has already been used this encounter.
Additionally, a player use as many action points as he wishes per encounter. However, he cannot use more than one per intiative order.