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5Eing Action Points, Drama Points, Fate Point, Hero Points, Etc.
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<blockquote data-quote="Greg K" data-source="post: 5807195" data-attributes="member: 5038"><p>Here is why I like M&M Hero Points and True20 Conviction </p><p></p><p>1. Re-Roll: mprove a roll and take the better of the two (add +10 bonus if the reroll is 10 or less). You must announce the re-roll before the DM tells you the result of the roll. In D&D this would apply to d20 rolls (attacks, saves, skills)</p><p></p><p>2. Heroic Feat: Duplicate a feat you don't have as long as you meet the pre-requisites.</p><p></p><p>3. Dodge Bonus: retain your dodge bonus if you could still otherwise act.</p><p></p><p>4. Surge: take an additional stake move action</p><p></p><p>5. Cancel Fatigue: Cancel the effects of fatigue (including from spells and extra effort*) by one level. </p><p></p><p>5. Recover</p><p>a. immediately, shake off being stunned or fatigued</p><p>b. if exhausted become fatigued</p><p>c. Trigger a second Wind if you have taken damage, but are not disabled or dying. If disabled, you can take a strenuous action with out getting worse.</p><p>(In D&D, this would be tied to whether or not you failed the first death and dying roll)</p><p></p><p>6. Escape Death: Stabilize a dying character (You or someone you are aiding)</p><p>7. Inspiration: once per session get a hint or clue from the DM</p><p>8. Dramatic editing (optional): with GM approval you can spend a hero point to dramatically edit a scene to grant an advantage. Find </p><p></p><p></p><p></p><p>*Extra Effort: The character gains the benefit of one of the following as a free action, but becomes fatigued on the following round (if already fatigued they become exhausted and , if already exhausted, they fall unconscious. See spending a hero point to cancel fatigue above)</p><p>1. +2 bonus on a non-attack roll</p><p>2. +5 to strength to determine how much a character can lift/carry for 1/round</p><p>3. double movement for one round</p><p>4 Will Save: Gain an immediate Will Save to shake off an ongoing effects that allow for Will Save (including from Supernatural abilities)</p><p></p><p>M&M also allows extra effort to temporarily either boost the power of a spell or add the equivalent of a metamagic feat.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5807195, member: 5038"] Here is why I like M&M Hero Points and True20 Conviction 1. Re-Roll: mprove a roll and take the better of the two (add +10 bonus if the reroll is 10 or less). You must announce the re-roll before the DM tells you the result of the roll. In D&D this would apply to d20 rolls (attacks, saves, skills) 2. Heroic Feat: Duplicate a feat you don't have as long as you meet the pre-requisites. 3. Dodge Bonus: retain your dodge bonus if you could still otherwise act. 4. Surge: take an additional stake move action 5. Cancel Fatigue: Cancel the effects of fatigue (including from spells and extra effort*) by one level. 5. Recover a. immediately, shake off being stunned or fatigued b. if exhausted become fatigued c. Trigger a second Wind if you have taken damage, but are not disabled or dying. If disabled, you can take a strenuous action with out getting worse. (In D&D, this would be tied to whether or not you failed the first death and dying roll) 6. Escape Death: Stabilize a dying character (You or someone you are aiding) 7. Inspiration: once per session get a hint or clue from the DM 8. Dramatic editing (optional): with GM approval you can spend a hero point to dramatically edit a scene to grant an advantage. Find *Extra Effort: The character gains the benefit of one of the following as a free action, but becomes fatigued on the following round (if already fatigued they become exhausted and , if already exhausted, they fall unconscious. See spending a hero point to cancel fatigue above) 1. +2 bonus on a non-attack roll 2. +5 to strength to determine how much a character can lift/carry for 1/round 3. double movement for one round 4 Will Save: Gain an immediate Will Save to shake off an ongoing effects that allow for Will Save (including from Supernatural abilities) M&M also allows extra effort to temporarily either boost the power of a spell or add the equivalent of a metamagic feat. [/QUOTE]
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