Action/Hero Points

Wallygamer

First Post
We just started using an action/hero point system. It has been working out OK so far, but I'm looking for help from DMs who use any version of action/hero points in their campaigns:

(1) What do you allow the players to do with their points?
(2) How often do you award points, and for what?
(3) Has anyone had an action/hero point system go bad?

Thanks.

Wally
 
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Wallygamer said:
We just started using an action/hero point system. It has been working out OK so far, but I'm looking for help from DMs who use any version of action/hero points in their campaigns:

(1) What do you allow the players to do with their points?
(2) How often do you award points, and for what?
(3) Has anyone had an action/hero point system go bad?

Thanks.

I stole this from Spycraft and have been using it in D&D. It's been a while since we played but all of my players dug it. Let me know if you have any suggestions for changes or additions.

ACTION DICE

Action dice represent the lucky breaks so commonly enjoyed by action movie heroes. The enemies’ bowstrings break, their shots miss, and the hero pulls off incredible feats by the skin of his teeth. Use your action dice sparingly—you don’t have much to start with.

Starting Action Dice

A 1st level character receives 3 action dice at the start of each game session, as shown on the table below. All action dice left at the end of a gaming session are lost.

LEVEL/ACTION DICE

Lvl 1-4 3pts (d4)

Lvl 5-10 4pts (d6)

Lvl 11-16 5pts (d8)

Lvl 16-20 6pts (d10)


Spending Your Action Dice

You may spend your action dice in the following ways. In addition, there are several special ways you can spend action dice when making skill checks or during combat.

1. Add To A Die Roll

You may add the total roll of an action die to any die roll you make, with a few exceptions—rolls for ability score increases of any kind, and rolls for hit points at each new level. All other rolls may be increased unless the ability, feat, or rule prompting the roll says otherwise.

You may declare to add the roll of one or more action dice to a roll at any time, even after the roll. However, you may not use action dice after the Game Master has described the outcome of an action or roll.

When spending an action die to increase a roll, you roll one of your action dice and add the result to your attack roll, damage roll, skill check, saving throw, etc. You may keep spending action dice to increase a die roll as long as you have action dice left to spend, up to the point where the Game Master describes the outcome.

When rolling an action die, if you roll the highest number possible on the die (such as a natural 6 on a d6), it “explodes”, meaning the you re-roll the die, adding the number that you roll to the previous total. So, if you roll a 6 on a d6, and then re-roll it, getting a 4, the total value of the Acton die is 10. An action die can keep exploding as long as you keep rolling its maximum value.

2. Add To Your Armor Class

Once per round as a free action, you may spend a single action die to increase your Armor Class by the total you roll. This luck bonus stays in effect until your next action.

3. Activate Threats

Rolling a natural 20 usually means that you’ve scored a threat. When you’ve rolled a threat, you may spend one action die to activate a critical success, gaining the benefits listed under the ability, feat, or skill. In combat, scoring a critical success with an attack roll results in the damage being increased by the critical modifier of the weapon being used.

4. Heal Yourself

When not engaged in combat you may spend any number of action dice to regain some hit points. For each action die you spend you roll an action die and regain that many hit points.

5. Ask For An Inspiration Check

When you’re stumped about what to do next (for example, you’re caught in the villain’s deathtrap with no apparent escape route), you can ask the Game Master for an inspiration check. If he agrees, you spend an action die and roll 1d20 adding your character level against a Difficulty Class set by the Game Master. With success, you are provided a hint about what to do (the more you beat the DC by, the better the hint.)

Gaining Action Dice

Your Game Master awards you one or more action dice when he feels that you have roleplayed your character exceptionally, exhibited leadership, or problem-solving ability, or otherwise entertained the group. These dice are added to your action dice pool and may be spent immediately.

In addition, whenever you are awarded an action die in this manner, you also receive 25 XP times your character level. Thus, a 5th level fighter, 4th level rogue receives 225 XP when awarded an action die by his Game Master. Be sure to spend all of your action dice, since they vanish at the end of each game session. Spending action dice does not affect the amount of experience you gain.

Action Dice Bonuses By Character Class

These are class abilities only gained by characters that begin their adventuring career in one of these classes. They are not gained by multiclassing.

Barbarian/Fighter: Accurate!

Whenever you spend an action die to add to an attack roll, or to a Strength or Constitution-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).

Bard/Cleric/Paladin/Sorcerer: Adaptable!

Whenever you spend an action die to add to a Charisma or Wisdom-based skill check, two dice are added instead of one (e.g., a 1st-level character’s
bonus of 1d4 becomes 2d4).

Monk/Ranger/Rogue: Dexterous!

Whenever you spend an action die to add to a Dexterity-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).

Wizard: Astute!

Whenever you spend an action die to add to an Intelligence-based skill check, two dice are added instead of one (e.g., a 1st-level character’s bonus of 1d4 becomes 2d4).
 

Mog's system is interesting, but I'm not so much a fan of the mechanics, especially the use-several-each-session quality. I like Other systems I've seen where the bonus is less dramatic and much less often. The players save the points for a really tight spot, sometimes going many sessions without using them. I think this encourages better playing, as using a point is like using up any other limited resource.
 

LazerPointer said:
Mog's system is interesting, but I'm not so much a fan of the mechanics, especially the use-several-each-session quality. I like Other systems I've seen where the bonus is less dramatic and much less often. The players save the points for a really tight spot, sometimes going many sessions without using them. I think this encourages better playing, as using a point is like using up any other limited resource.

Yeah, but why play with something like hero points if the players aren't encouraged to use them? And I thoroughly disagree with letting players hoard them from session to session. One or more players will wind up with oodles of them and easily blow through the climactic moments of the campaign. When you have a set amount of hero points each session with the possibility of getting more you'll want to use them. They're still finite though, so players may hold them until they fight a really dangerous opponent or they fluff on a really important roll and if they do fritter them all away in one encounter they won't feel like an idiot the next session or possiblly the session after.

I'm still kind of iffy on the actual mechanics myself, but a replenishing pool of hero/action points per gaming session is definitely the way I'd go. Anyone have any better ideas for the actual mechanics? I'd love to hear them.
 

I have HP that are granted in half increments. Every session they gain 1/2, every level they gain 1, and very heroic actions grant 1/2. A full can be used to reroll a die, add +2 to a roll prior to the roll or +1 after the roll. As many as you want may be used at once.

It is very simple and very effective. Most of the time all people need is a nudge, and this works. I am also fairly generous in telling them if it is in their interests or not to blow some hero points.

I find that the best systems are the ones where Hero Points are super rare/super powerful or very common/much less powerful. The intermediate systems fail because people are afraid to use them because they are just good enough to horde.
 

AP rule variants

Action Points/Hero Points/Action Dice are perhaps one of the best innovatiosn the system has seen since the launch of 3e.

There's a wealth of ways you can use them to tweak the rule set perfectly.

For instance.

CHARISMA...

An option I've used is very similar to d20 Modern, excpet that each level you receive a number of Action Points equal to (your level + Charisma bonus). This gives players a slightly higher number of points (which, in our case is fine, since our game can be pretty tought on players).

However it also gives a concrete mechanical advantage to high Charisma scores -- the traditional 'dump' stat. Dynamic (high CHA) characters are better able to twist fate (through more Action points).

MULTICLASSING...

We also disliked traditional 'favoured class' rules so we ditched them. All classes can multiclass freely. Action Points provide a perfect compensation for Humans, Half elves and other races that are negatively impacted (by making all multiclass free, they are, in fact losing a special advantage).

So Humans and half elves (and other races with the 'no favoured class' edge). Each level Humans and half elves receive a number of bonus Action points equal to the Character level divided by 4 (minimum 1).

So in our case not only are Action points cool, but...tada! they allow us to correct inequities regarding 'dump' stats and multiclassing.
 

I'd probably limit it to once per session and do away with the XP award (which seems pretty high in and of itself). Being awarded an action die should be reward enough.

My concern with multiple action dice would be if a party of 11th-lvl characters all used their action dice for damage in the same round against the same opponent (hey, why not? Nuke 'em in round one). With only 4 characters, that would be +96 (4x3x8) points of damage in 1 round!!! And that doesn't even include "exploding" dice. Way too excessive.

Also, does the DM get action dice to use as well? I think it would make for better game balance...
 
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Wallygamer said:
We just started using an action/hero point system. It has been working out OK so far, but I'm looking for help from DMs who use any version of action/hero points in their campaigns:

(1) What do you allow the players to do with their points?
(2) How often do you award points, and for what?
(3) Has anyone had an action/hero point system go bad?
I have been a player in 2 campaigns with the 'hero' point system, and use something similiar myself (I call them Luck points.)
1. As for my rules, the points grant one reroll of anything. That means a player's, DM's or another player's rolls for to-hit, or damage, or to trip, whatever costs them 1 luck point. There are not many, and players are encouraged to use them wisely in order to prevent any instant death rolls from missed saves.
As a current player in another campaign, our DM allows us to spend 'hero' points for XP, to add 1d6 to a roll per point, and a few other things.
2. As a DM I award points on a straight 1/level. No guessing when you are going to get it.
Our DM passes out points for doing good deeds, succeeding at risky ventures or for pure humor. At the end of each session, we vote to see which player gets 2 more points.
3. One campaign I played in sucked, and the point system just was too confusing as it kept changing to meet the milktoast DM's fickle wishes. It sucked, and if the system is bad it tends to be one indicator of how the rest of the rules and campaign will be IMO.
 

I havent played with hero points directly, but I have played in systems that use similar mechanics.

My personal opion of points that are gained at various intervals, are used up in one shot deals, are limited/nonreplenishable, and may not even do anything uself anyway is a very low one.

I really like the idea behind something 'extra' being behind powerful people in a world, but I also feel that what one 'side' has both should have.

With hero points that are nonreplenishable (as they seem to be in ebberon and d20) you have the problem that one pc and another could have vastly different numbers of them and so technically be incredibly different in power. Same level, same stats, same class, same equipment, and yet somehow one of them is way ahead of the other. Just strikes me as 'bad' no matter how it is presented.

Plus with npc's, how do you choose how many to give them? If they do get them then how many npc's should? If they all do then point for point the npc's will have thousands more than the pc's.. if only a few get them then it will be only hundreds.. In that, if your party has 4 pc's and they get some every now and then randomly then over the course of their carears for each point the pc's spend bad guys will likely spend at least 10.

Now what mog showed above looks great, if I read it properly ;) You get more at set periods of time, you dont have to be afraid to use them because you will get more later (as in, they do replenish), and they do good things..

Really, for the nonreplenishable ones I look at it like the wealth charts. At a certain level a pc is assumed to have roughly a certain amount of gear. With the hero points as is then there is no way to guage where it 'should' be or what to do if it is really far off. With too much/too little weath there are easy fixes.

If I drank a potion when I was level 1 I dont get punished for it when I am level 9 by having that part of my wealth gone forever, so why should I be punished for having spent that hero point at level 1?
 

Exactly, Scion. We're definitely on the same wavelength.

When I DM, I give myself a pool of action dice equal to 1 action die for each PC in the game that any of my NPCs can draw from and I give major 'named' NPCs 1 or two of their own. The type of die varies depending on which NPC is using up the action die--unnamed 'mooks' usually get nothing better than a d6 and the major campaign villain will get a d12.
 

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