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Giving fighters something to do.
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<blockquote data-quote="Squire James" data-source="post: 1889853" data-attributes="member: 548"><p>I suggest a Hero Point system for the players, mostly to make up for the slightly unfair Villain Point system I am also going to suggest. Hero Points add 1d6 to a d20 check (attack roll, ability/skill check, or save), spent after the roll is made but before success is determined.</p><p></p><p>Villains don't get many Villain Points (I suggest 1 for an adventure's climax, or 3 for a campaign's BBEG), but they are better than Hero Points. Spend 1 point to succeed on one saving throw that would result in what the DM deems failure to be an encounter-ending situation. The villain is then no longer allowed to hurt the PC's, and must try to escape ASAP (the DM doesn't have to tell the players this part ahead of time, unlike the Villain Point concept itself). If the PC's have planned well and deny the villain a means of escape, well, they got him!</p></blockquote><p></p>
[QUOTE="Squire James, post: 1889853, member: 548"] I suggest a Hero Point system for the players, mostly to make up for the slightly unfair Villain Point system I am also going to suggest. Hero Points add 1d6 to a d20 check (attack roll, ability/skill check, or save), spent after the roll is made but before success is determined. Villains don't get many Villain Points (I suggest 1 for an adventure's climax, or 3 for a campaign's BBEG), but they are better than Hero Points. Spend 1 point to succeed on one saving throw that would result in what the DM deems failure to be an encounter-ending situation. The villain is then no longer allowed to hurt the PC's, and must try to escape ASAP (the DM doesn't have to tell the players this part ahead of time, unlike the Villain Point concept itself). If the PC's have planned well and deny the villain a means of escape, well, they got him! [/QUOTE]
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