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APG - Hero Points
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<blockquote data-quote="Werebat" data-source="post: 5289950" data-attributes="member: 40158"><p>We switched from the Eberron action points to the Conviction Points model rolled into the description of E6. CPs are better in my opinion, partly because Eberron's model essentially allowed players to virtually guarantee saving throws they wanted made, would be made (this was in conjunction with the now-banned-at-our-table Mass Conviction spell from Spell Compendium). The worst thing about CPs is that once the night starts drawing to a close, players start dropping their points on any old roll because "you can't take it with you".</p><p></p><p>(Edit -- I can't stress enough the above point about Eberron's APs plus Mass Conviction letting PCs laugh defiantly at saving throws. It got to the point where I only had enemy casters use offensive spells that didn't allow saves, because regardless of DC the saves WOULD be made. This really got bad around level 12 or so, when rods of extend spell would prolong Mass Conviction to 240 minutes a pop (then +3 bonus to all saves which stacked with almost every other standard save bonus in the game, for the entire party). That plus the APs, which players knew when to use, meant that players very very rarely failed saves for anything.)</p></blockquote><p></p>
[QUOTE="Werebat, post: 5289950, member: 40158"] We switched from the Eberron action points to the Conviction Points model rolled into the description of E6. CPs are better in my opinion, partly because Eberron's model essentially allowed players to virtually guarantee saving throws they wanted made, would be made (this was in conjunction with the now-banned-at-our-table Mass Conviction spell from Spell Compendium). The worst thing about CPs is that once the night starts drawing to a close, players start dropping their points on any old roll because "you can't take it with you". (Edit -- I can't stress enough the above point about Eberron's APs plus Mass Conviction letting PCs laugh defiantly at saving throws. It got to the point where I only had enemy casters use offensive spells that didn't allow saves, because regardless of DC the saves WOULD be made. This really got bad around level 12 or so, when rods of extend spell would prolong Mass Conviction to 240 minutes a pop (then +3 bonus to all saves which stacked with almost every other standard save bonus in the game, for the entire party). That plus the APs, which players knew when to use, meant that players very very rarely failed saves for anything.) [/QUOTE]
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