Action point categories: General purpose Attack Casting Movement Point sources: Each round, action points come from these sources. General Purpose: 10 + 4d4 + Initiative modifier Attack: Base attack modifier Casting: Casting modifier Movement: Dex mod Using points: Every action must use at least one GP point. An action can use points from the GP category and the category of its type. (An attack requiring 5 action points can draw 1 from GP and 4 from Attack to reach the total of 5) Initiative conversion from D&D 3.5/Pathfinder: Init = Dex mod + (class features / 2) + (feat bonuses / 2) + (spell bonuses / 4) Casting modifier: Equivalent to the base attack progression, but for casting classes. Wizards, Sorcerers, and other classes that improve spells per day in the same fashion are considered full casters. Rangers, Bards, and other classes that improve spells per day in the same fashion are considered 3/4 casters. Classes with a worse progression are considered half casters. casting modifier = casting type * level Action cost conversion from D&D 3.5/Pathfinder: General guidelines: Free/swift/immediate action -> 1 action point Move action -> 10 action points Standard action -> 15 action points Full round action -> 20 action points Specifics: Attacking: Light weapon -> 5 action points One-handed weapon -> 10 action points Two-handed weapon -> 15 action points Casting: Use casting times and general guidelines for conversion. Movement: Each point used moves the character 1/10 of their speed. Haste: +2 Attack points +2 Casting points (only for casters) +10 Movement points Attacks of Opportunity: Unhandled because they're ridiculously complex and nail people's feet to the floor.