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Story Hour
Against the Shadows VII - A Faded Glory Story Hour (Re-Updated - 5/17)
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<blockquote data-quote="Old One" data-source="post: 1458315" data-attributes="member: 83"><p><strong>Thanks for stoppin' by...</strong></p><p></p><p></p><p></p><p>Psyke,</p><p></p><p>I pay Rel well to be my billboard <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />!</p><p></p><p>Thanks for your kind comments...this SH has been around since early on in Story Hourdom. I love writing it, but my life has been insanely busy over the last year or so and it has suffered from serial neglect at times <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />!</p><p></p><p>To your questions...</p><p></p><p><strong>(1) Hero Points </strong> - Hero points have actually gone through several iterations IMC. Initially, I awarded everyone 5 hero points. At the end of each session, the players do a secret ballot on "Roleplayer of the Game" and that PC gets awarded two additional hero points. Once they are gone, they're gone and the only way to replensh them is through winning the RPer of the Game vote or by the occassional DM award. I don't hand them out as often as I should (usually 1-2 every other game, on average). The initial benefits for using them were pretty lame, so everyone ended up trading them in for XP (25 xp per level per hero point) if they were close to leveling.</p><p></p><p>About 3 sessions ago, I completely revamped the hero point system. Now, they start play with 3 hero points and receive 1 each time they gain a level. The RPer of the Game remains, but they only receive 1 for winning instead of two. Revised hero point usages are:</p><p></p><p>(1) 25 xp per level (no change)</p><p></p><p>(2) One hero point gives a 1d6 stackable bonus to any skill check, attack roll, saving throw or damage throw. It will also subtact 5-30% from a stabilization roll. The hero point may be applied <u>after</u> the die roll.</p><p></p><p>(3) Two hero points can provide the same benefit as above, except you can apply the bonus <u>or</u> penalty to someone else's die roll (PC, NPC or DM).</p><p></p><p>(4) Two hero points for an automatic re-roll, taking the higher of the two dice.</p><p></p><p>(5) Three hero points grants an automatic success to any die roll - skill check, attack roll, saving throw or stabilization roll.</p><p></p><p>(6) Three hero points for a "heroic surge". This allows the PC to act as if hasted (we are still playing 3E - so one extra partial action per round) for 1-3 rounds.</p><p></p><p>This made them a lot more flexible (and powerful), but they are now much more precious. I saw more uses of hero points for heroic things this last session than all the previous sessions put together!</p><p></p><p><strong>(2) Armor/Con Scores/Hit Points </strong> - Part of the reason that no one has much in the way of heavy armor is that it is so darn expensive. Also, with the exception of Cragen (and a new PC introduced soon), no one really wanted it. Rowan is a ranger/rogue, Sextus is a bard/ranger, Quintus is a sorcerer and Rose is a barbarian...none of which really benefit from it. The ACs of the party are fairly paltry and they don't avail themselves of much spell buffing (with limited resources) so they are pretty easy to hit. OTOH, they can deal some pretty serious damage to opponents (assuming Rose can actually hit something), so it balances out a bit. My campaign economy is based on a silver standard, but most goods and services are still priced in gold pieces, so they tend to be a pretty poor lot, overall. The ability scores in the party are pretty good, overall, most are built with 30-32 points. Most of those with low CON scores just chose to put their points in other areas. Sextus's hp luck is still horrible bad...I think he is up to 23 now...at 6th level (poor lad). The player and I both roll a hit die on advancement (mine is behind the DM screen) and the player can take their roll, or what is behind "Door #1"...the dice have not been kind to Sextus.</p><p></p><p>Thanks for stoppin' by and hope to have an update up soon!</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 1458315, member: 83"] [b]Thanks for stoppin' by...[/b] Psyke, I pay Rel well to be my billboard ;)! Thanks for your kind comments...this SH has been around since early on in Story Hourdom. I love writing it, but my life has been insanely busy over the last year or so and it has suffered from serial neglect at times :D! To your questions... [B](1) Hero Points [/B] - Hero points have actually gone through several iterations IMC. Initially, I awarded everyone 5 hero points. At the end of each session, the players do a secret ballot on "Roleplayer of the Game" and that PC gets awarded two additional hero points. Once they are gone, they're gone and the only way to replensh them is through winning the RPer of the Game vote or by the occassional DM award. I don't hand them out as often as I should (usually 1-2 every other game, on average). The initial benefits for using them were pretty lame, so everyone ended up trading them in for XP (25 xp per level per hero point) if they were close to leveling. About 3 sessions ago, I completely revamped the hero point system. Now, they start play with 3 hero points and receive 1 each time they gain a level. The RPer of the Game remains, but they only receive 1 for winning instead of two. Revised hero point usages are: (1) 25 xp per level (no change) (2) One hero point gives a 1d6 stackable bonus to any skill check, attack roll, saving throw or damage throw. It will also subtact 5-30% from a stabilization roll. The hero point may be applied [U]after[/U] the die roll. (3) Two hero points can provide the same benefit as above, except you can apply the bonus [U]or[/U] penalty to someone else's die roll (PC, NPC or DM). (4) Two hero points for an automatic re-roll, taking the higher of the two dice. (5) Three hero points grants an automatic success to any die roll - skill check, attack roll, saving throw or stabilization roll. (6) Three hero points for a "heroic surge". This allows the PC to act as if hasted (we are still playing 3E - so one extra partial action per round) for 1-3 rounds. This made them a lot more flexible (and powerful), but they are now much more precious. I saw more uses of hero points for heroic things this last session than all the previous sessions put together! [B](2) Armor/Con Scores/Hit Points [/B] - Part of the reason that no one has much in the way of heavy armor is that it is so darn expensive. Also, with the exception of Cragen (and a new PC introduced soon), no one really wanted it. Rowan is a ranger/rogue, Sextus is a bard/ranger, Quintus is a sorcerer and Rose is a barbarian...none of which really benefit from it. The ACs of the party are fairly paltry and they don't avail themselves of much spell buffing (with limited resources) so they are pretty easy to hit. OTOH, they can deal some pretty serious damage to opponents (assuming Rose can actually hit something), so it balances out a bit. My campaign economy is based on a silver standard, but most goods and services are still priced in gold pieces, so they tend to be a pretty poor lot, overall. The ability scores in the party are pretty good, overall, most are built with 30-32 points. Most of those with low CON scores just chose to put their points in other areas. Sextus's hp luck is still horrible bad...I think he is up to 23 now...at 6th level (poor lad). The player and I both roll a hit die on advancement (mine is behind the DM screen) and the player can take their roll, or what is behind "Door #1"...the dice have not been kind to Sextus. Thanks for stoppin' by and hope to have an update up soon! ~ Old One [/QUOTE]
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Against the Shadows VII - A Faded Glory Story Hour (Re-Updated - 5/17)
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