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General Tabletop Discussion
*TTRPGs General
When to use Luck Points, Action Points, Hero Points
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<blockquote data-quote="Vrecknidj" data-source="post: 2072651" data-attributes="member: 7301"><p>I use Hero Points (similar to what you're doing, without chips). Anyway, players have quite a few of them, and I reward them at level up (5 per level until 12th level, then 9 per level). I give so many because the players also get cards, and the cards cost so many hero points to use. They can use these points to play the cards, or to add a d6 to their d20 roll.</p><p></p><p>Generally, when it comes to re-rolling, this is the way it goes.</p><p></p><p>Player: Dang, I rolled a 6. Could a 12 hit?</p><p>DM: Sure, if you want to use a Hero Point, go ahead.</p><p></p><p>or</p><p></p><p>Player: Dang, I rolled a 13, could a 19 succeed?</p><p>DM: Nope, you need a 20, sorry, save your point.</p><p></p><p>or</p><p></p><p>DM: You just got hit with a spell effect, roll a save.</p><p>Player: I rolled an 8.</p><p>DM: Well, you failed. A hero point might help, if you roll well. But, if you fail this save, you won't be entirely out of the fight, so it's up to you.</p><p></p><p>Just enough information to frustrate the player a little, but also enough to prevent the player from having nothing to base his decision on.</p><p></p><p>So, in the situation you described, I might pass the player a note with some descriptive text regarding the spell on it. This would prevent others from knowing too much, and would only give the player just enough information so there's still a risk in using that valuable luck point.</p><p></p><p>Dave</p></blockquote><p></p>
[QUOTE="Vrecknidj, post: 2072651, member: 7301"] I use Hero Points (similar to what you're doing, without chips). Anyway, players have quite a few of them, and I reward them at level up (5 per level until 12th level, then 9 per level). I give so many because the players also get cards, and the cards cost so many hero points to use. They can use these points to play the cards, or to add a d6 to their d20 roll. Generally, when it comes to re-rolling, this is the way it goes. Player: Dang, I rolled a 6. Could a 12 hit? DM: Sure, if you want to use a Hero Point, go ahead. or Player: Dang, I rolled a 13, could a 19 succeed? DM: Nope, you need a 20, sorry, save your point. or DM: You just got hit with a spell effect, roll a save. Player: I rolled an 8. DM: Well, you failed. A hero point might help, if you roll well. But, if you fail this save, you won't be entirely out of the fight, so it's up to you. Just enough information to frustrate the player a little, but also enough to prevent the player from having nothing to base his decision on. So, in the situation you described, I might pass the player a note with some descriptive text regarding the spell on it. This would prevent others from knowing too much, and would only give the player just enough information so there's still a risk in using that valuable luck point. Dave [/QUOTE]
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