Hero Point Systems: Please Share...

I created nice tokens using high-end poker chips. I give each players 4 at the beginning of each game session (I take unused-ones back at the end of the game). They can be used for the following:

Boost any die roll by a die corresponding to character level:

1st-5th: 1d4
6th-10th: 1d6
11th-15th: 1d8
16th-20th: 1d10
21st-25th: 1d12
26th +: 1d20

These can be applied to ANY die roll, except for hit points when levelling-up. They can (and have been) be applied to damage rolls, especially on critical hits (before multiplying damage).

They can also be used to make an opposed critter reroll a die i.e. a PC wizard casts charm monster on a critter. Critter makes save, player uses token to make critter re-roll (must keep second result). Or a critter rolls a critical hit on PC, PC uses token to make critter re-roll attack roll.
 

log in or register to remove this ad

My group's hero point system is for our heroic but gritty medium-fantasy game. This game world doesn't have raise dead or resurrection, so the following system tries to make the hero's life a little longer.

A hero gets one hero point to start and one for every four levels. There are also discretionary points that can be awarded, but we haven't seen any in game yet.

When a character would be killed for any reason, he loses one hero point. The character is reduced to lowest possible number for hit points and are stable (and likely cured of per-round damage, like acid or wounding) but dazed for the rest of combat, and still vulnerable to attack. From that point on, the character's maximum hit points is 10% less, applying even to future levels gained. This loss can't be recovered; the hero has dodged death, but didn't come away clean. This effect is cumulative for each hero point spent (for example, 2 hero points spent is -20% max hps).

Our group just went through this for the first time, with a character being swallowed by a behir and using a hero point to avoid death while inside the stomach. The other characters fought desperately to slay it and get the swallowed character out before she had to spend a second hero point because she was still being digested.

It's gritty, but it sure is fun. :)
 

From my campaign intro document:

HERO POINTS

Hero Points are given as a reward for good roleplaying, inventive actions, or contributing to the overall enjoyment of the game. Players also receive one Hero Point (HeP) at the start of each session for which they are in attendance. Hero points may be used as follows:

  • Use one to add 1d6 to any skill check, attack roll, saving throw, initiative roll or ability check. (May be used after dice are rolled but before results are announced.)
  • Use one to reduce the damage of any single attack by 1d6. (May be used after damage is rolled. Player rolls 1d6 and subtracts that from damage sustained.)
  • One may be spent to maximize damage for a single die of damage inflicted. (May be used after damage is rolled but before results are announced.)
  • Two may be used to reroll any skill check, attack roll, saving throw, initiative roll or ability check. (May be used after the results of the failed roll are announced.)

I've thought of expanding it some, and may adapt some of the ideas in this thread, but it has worked out very well over two years of play.
 

HERO POINTS
Hero Points are a ‘fudge factor’ that allow you to add or subtract numbers after your rolls. Your character’s total points per 4-hour game session is equal to one plus one per 5 levels. (1 at first; 2 at 5th level; 3 at 10th level, 5 at 15th)
 

I had a system similar to Deadlands: Wasted West with different pokerchips for different things... But I dropped it when I started the newbie group, the rules as they were confused them enough.
 

Remove ads

Top