Mog Elffoe said:
Exactly, Scion. We're definitely on the same wavelength.
I'm right there with the both of you. Here's what we're doing IMC:
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Hero Points: At the beginning of every session each PC will receive a number of Hero Points equal to their ChaMod (minimum 1). Any Hero Points not used at the end of the session disappear. Hero Points may also be given out directly by the DM for some magnificent act though this will be pretty rare. Hero Points may be used to do any of the following:
· Reroll a die roll: One Hero Point allows you to reroll any die roll you just made and take the better of the two results. If both results are below one-half die size, treat your roll as one-half die size. You may only reroll once.
· Force a Critical: One Hero Point may be used to turn a naturally rolled threat into a critical hit.
· Overcome injury: If the PC is disabled, one Hero Point can be used to allow them to take a strenuous action for one round without their condition worsening to dying. The PC is still only allowed a Standard Action, and their condition doesn’t improve, they’re just able to overcome the pain and injury for a few moments.
· Escape Death: If the PC is healthy or disabled and takes enough damage to kill them outright, one Hero Point may be used to avert death. Instead they are dying and their current hp is set to
(–ConMod – 1). They are NOT stabilized and this does not protect them from any further damage.
· Stabilize: One Hero Point allows you automatically stabilize and prevent further bleeding. It does not protect the PC from any further damage.
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I'll readily admit I stole/modified these from M&M and several House Rules threads on the topic from many months ago. The Hero Points themselves are represented each session by me handing out glass stones of various colors (I've always called the Pente pieces). Whenever the players want to use one, they return the stone to me.
Mostly the PCs have used them to Force Criticals or allow a reroll on a missed save, but once the PC used one to escape death. Overall they've let me know they were happy to have them, though not one of the PCs has gets more than 1 each session as they still used Charisma as their dump stat. The NPC Bard (Erky Timbers!) with them gets 3 each session, which allows me (or them, whoever's controlling him that evening) a bit more freedom push the boundaries of reality.
I really like them because, along with higher PC ability scores, it allows me to not hold back with my baddies, at
all! The guy that used his to escape death? He saves his until the last 10 minutes or so of the session as insurance against such an unfortunate occurence happening again. Others have spent it forcing their first critical of the evening, or rerolling a relatively minor bad roll, and really wished they'd saved it for later. They're still each figuring out what they want to use it for.
Incidentally, all Luck effects tend to net you a bonus Hero Point per session, like the Luck of Heroes feat from FRCS, and the Luckblade, etc.
Mog Elffoe said:
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.
I like the first part of that statement. I'll have to think about that. Right now "major" (i.e. recurring) enemies get villain points just like the heroes do. The heroes have far better ability scores while major enemies I usually stat up with the elite array, so things aren't even to begin with. Getting a Villain point or three just makes it a bit easier for me to have them successfully escape to plague them some other time.
Thanks.
DrSpunj