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Hero Points
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<blockquote data-quote="Creamsteak" data-source="post: 4905442" data-attributes="member: 552"><p>I'm considering using something like this for my next game. It's an Eberron game, and I wanted something similar to the "action points" that existed in 3e Eberron. I also had been reading up on other variants in other systems, one calling them hero points, and was thinking that it could work pretty well. I'm looking for any opinions, comments, or questions that anyone can come up with.</p><p></p><p><strong>HERO POINTS</strong></p><p>A hero point is a character resource that allows a character to do something exceptional above and beyond what the character is normally capable of. Hero points are there to represent a character taking control of destiny and breaking their limitations. When you use a hero point, you shouldn't just be looking for a tactical edge, they are there for the player to say, “I succeed” in spite of the challenge, the DM, and the dice. Remember, you won't see them every session or even every level.</p><p></p><p><strong>Gaining Hero Points</strong></p><p>Hero points can be earned in a few ways. You can have more than one hero point at a time, but you can only use one hero point during a turn.</p><p></p><ul> <li data-xf-list-type="ul">Your first character begins with one hero point.</li> <li data-xf-list-type="ul">If your character should ever die, your next character begins with one hero point. If you create a new character for any other reason, that character does not begin with one hero point.</li> <li data-xf-list-type="ul">When your character finishes a major quest, that character gains a hero point.</li> </ul><p></p><p>In addition, temporary hero points may appear under certain circumstances. These hero points have a specific duration, often a single encounter. After the duration, the temporary hero points are gone. Some examples of temporary hero points are:</p><p></p><ul> <li data-xf-list-type="ul">A skill challenge before a major encounter might bolster the strength of the party if they succeed, granting a temporary hero point to each character in the party for the battle.</li> <li data-xf-list-type="ul">A series of events might be part of a larger prophecy that can be seen in the stars. By fulfilling or altering the events that make up that prophecy, the party might accumulate a number of temporary hero points that can be used in a decisive battle that will decide the fate of the prophecy.</li> <li data-xf-list-type="ul">While collecting the pieces to a powerful artifact, a competing faction tries to collect pieces for themselves. When the final confrontation arrives, the number of pieces collected on each side of the conflict may be represented by a pool of hero points that are split between the two sides.</li> </ul><p></p><p><strong>Using Hero Points</strong></p><p>Some examples of ways you can use a hero point are:</p><p></p><ul> <li data-xf-list-type="ul">To take an extra action during your turn. The extra action you take does not benefit from any abilities that are based on using an action point.</li> <li data-xf-list-type="ul">To make your characters missed attack into a hit, or a hit into a critical hit. </li> <li data-xf-list-type="ul">To automatically succeed at a skill check or other dice roll other than an attack.</li> <li data-xf-list-type="ul">To use a power that you do not have trained in place of a power you have available. The power you use must be of the same type (daily/encounter/at-will) and of equal or lower level. You can also use this ability to use powers from classes for which you have the relevant multi-class feats (acolyte power, adept power, novice power).</li> <li data-xf-list-type="ul">To recover any daily power you've used this day or any encounter power used this encounter.</li> <li data-xf-list-type="ul">To immediately recover your bloodied value in hit points.</li> <li data-xf-list-type="ul">To immediately gain your bloodied value in temporary hit points.</li> <li data-xf-list-type="ul">To force an enemy marked by you to attack you on its turn.</li> <li data-xf-list-type="ul">To perform a stunt that might otherwise seem impossible.</li> </ul><p></p><p>This list is not exhaustive. Other creative and interesting ideas for using hero points may be allowed.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 4905442, member: 552"] I'm considering using something like this for my next game. It's an Eberron game, and I wanted something similar to the "action points" that existed in 3e Eberron. I also had been reading up on other variants in other systems, one calling them hero points, and was thinking that it could work pretty well. I'm looking for any opinions, comments, or questions that anyone can come up with. [B]HERO POINTS[/B] A hero point is a character resource that allows a character to do something exceptional above and beyond what the character is normally capable of. Hero points are there to represent a character taking control of destiny and breaking their limitations. When you use a hero point, you shouldn't just be looking for a tactical edge, they are there for the player to say, “I succeed” in spite of the challenge, the DM, and the dice. Remember, you won't see them every session or even every level. [B]Gaining Hero Points[/B] Hero points can be earned in a few ways. You can have more than one hero point at a time, but you can only use one hero point during a turn. [LIST] [*]Your first character begins with one hero point. [*]If your character should ever die, your next character begins with one hero point. If you create a new character for any other reason, that character does not begin with one hero point. [*]When your character finishes a major quest, that character gains a hero point. [/LIST] In addition, temporary hero points may appear under certain circumstances. These hero points have a specific duration, often a single encounter. After the duration, the temporary hero points are gone. Some examples of temporary hero points are: [LIST] [*]A skill challenge before a major encounter might bolster the strength of the party if they succeed, granting a temporary hero point to each character in the party for the battle. [*]A series of events might be part of a larger prophecy that can be seen in the stars. By fulfilling or altering the events that make up that prophecy, the party might accumulate a number of temporary hero points that can be used in a decisive battle that will decide the fate of the prophecy. [*]While collecting the pieces to a powerful artifact, a competing faction tries to collect pieces for themselves. When the final confrontation arrives, the number of pieces collected on each side of the conflict may be represented by a pool of hero points that are split between the two sides. [/LIST] [B]Using Hero Points[/B] Some examples of ways you can use a hero point are: [LIST] [*]To take an extra action during your turn. The extra action you take does not benefit from any abilities that are based on using an action point. [*]To make your characters missed attack into a hit, or a hit into a critical hit. [*]To automatically succeed at a skill check or other dice roll other than an attack. [*]To use a power that you do not have trained in place of a power you have available. The power you use must be of the same type (daily/encounter/at-will) and of equal or lower level. You can also use this ability to use powers from classes for which you have the relevant multi-class feats (acolyte power, adept power, novice power). [*]To recover any daily power you've used this day or any encounter power used this encounter. [*]To immediately recover your bloodied value in hit points. [*]To immediately gain your bloodied value in temporary hit points. [*]To force an enemy marked by you to attack you on its turn. [*]To perform a stunt that might otherwise seem impossible. [/LIST] This list is not exhaustive. Other creative and interesting ideas for using hero points may be allowed. [/QUOTE]
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