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Hero points
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<blockquote data-quote="Celtavian" data-source="post: 1046001" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>Here is the Hero Point system we use:</p><p></p><p><strong>Hero Points</strong></p><p></p><p>Hero points are the player equivalent of calling upon divine intervention, fate, luck or the deeper strength of being a hero so often found in literature. They allow a player to turn a hopeless situation into a possible victory, certain death into a second chance, or failure into success. </p><p></p><p><strong>Hero points are accumulated as follows:</strong></p><p></p><p>Everyone receives a single hero point at first level.</p><p></p><p>They gain an additional hero point each time they advance a level.</p><p></p><p>They gain a hero point each time an adventure is completed or a part of an adventure in the case of very long adventures spanning several game sessions per the DM’s discretion. A DM should decide prior to running a module at which points the characters will receive an additional hero point so that the process of rewarding hero points doesn’t become overly arbitrary and superficial.</p><p></p><p><strong>Hero points can be used to do the following:</strong></p><p></p><p><em>Avoid certain death:</em> By expending a single hero point, a person can cause any attack that does enough damage to kill them to knock them unconscious leaving at exactly -5 hit points.</p><p></p><p><em>Disregard certain death:</em> By expending two hero points, a player can cause any attack that does enough damage to kill them or knock them unconscious to miss entirely. </p><p></p><p><em>Automatically Succeed at a single roll:</em> By expending a single hero point, a player can automatically succeed at any single roll whether it is a skill, ability, spell resistance, saving throw, turning check or any other roll up to and including a single attack.</p><p></p><p><em>Increase difficulty check of a spell:</em> By expending a single hero point, a player can add +4 to the DC of a single spell for the initial casting. The DC of charm, domination or other spells with durations other than instantaneous the increase in DC only applies to the initial casting of the spell.</p><p></p><p><em>Make enemy fail save:</em> By expending two hero points, a player can cause an enemy or target to fail their saving throw. Hero points cannot be used in conjunction with spells that cause death if the save is failed, though this does not preclude the use of hero points in conjunction with spells that cause death through an indirect means such as hold or charm spells.</p><p></p><p><em>Land a blow past magical defenses:</em> By expending a single hero point, a player may automatically land a blow even if the target is protected by some kind of magical or supernatural concealment or defense such as darkness, a Stoneskin spell, or innate damage resistance.</p><p></p><p></p><p><strong>When Hero Points can be used:</strong></p><p></p><p>A hero point can be used anytime by the player before or after the roll is made or the result determined. They are meant to ensure success or prevent dire catastrophe, and thus have no limits on when they can be used.</p><p></p><p></p><p>I developed this Hero point based on certain problem situations that arose in our campaign such as: unforseen crits, missed saves against Death effects, unlucky rolls when it came to bypassing spell resistance, a series of bad attack rolls that make a battle last longer than it should.</p><p></p><p>I find that using these points smooths out bad points in the story (game). I made most of the effects absolute because when the story is on the line I don't want random chance to determine the outcome.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1046001, member: 5834"] [b]re[/b] Here is the Hero Point system we use: [b]Hero Points[/b] Hero points are the player equivalent of calling upon divine intervention, fate, luck or the deeper strength of being a hero so often found in literature. They allow a player to turn a hopeless situation into a possible victory, certain death into a second chance, or failure into success. [b]Hero points are accumulated as follows:[/b] Everyone receives a single hero point at first level. They gain an additional hero point each time they advance a level. They gain a hero point each time an adventure is completed or a part of an adventure in the case of very long adventures spanning several game sessions per the DM’s discretion. A DM should decide prior to running a module at which points the characters will receive an additional hero point so that the process of rewarding hero points doesn’t become overly arbitrary and superficial. [b]Hero points can be used to do the following:[/b] [i]Avoid certain death:[/i] By expending a single hero point, a person can cause any attack that does enough damage to kill them to knock them unconscious leaving at exactly -5 hit points. [i]Disregard certain death:[/i] By expending two hero points, a player can cause any attack that does enough damage to kill them or knock them unconscious to miss entirely. [i]Automatically Succeed at a single roll:[/i] By expending a single hero point, a player can automatically succeed at any single roll whether it is a skill, ability, spell resistance, saving throw, turning check or any other roll up to and including a single attack. [i]Increase difficulty check of a spell:[/i] By expending a single hero point, a player can add +4 to the DC of a single spell for the initial casting. The DC of charm, domination or other spells with durations other than instantaneous the increase in DC only applies to the initial casting of the spell. [i]Make enemy fail save:[/i] By expending two hero points, a player can cause an enemy or target to fail their saving throw. Hero points cannot be used in conjunction with spells that cause death if the save is failed, though this does not preclude the use of hero points in conjunction with spells that cause death through an indirect means such as hold or charm spells. [i]Land a blow past magical defenses:[/i] By expending a single hero point, a player may automatically land a blow even if the target is protected by some kind of magical or supernatural concealment or defense such as darkness, a Stoneskin spell, or innate damage resistance. [b]When Hero Points can be used:[/b] A hero point can be used anytime by the player before or after the roll is made or the result determined. They are meant to ensure success or prevent dire catastrophe, and thus have no limits on when they can be used. I developed this Hero point based on certain problem situations that arose in our campaign such as: unforseen crits, missed saves against Death effects, unlucky rolls when it came to bypassing spell resistance, a series of bad attack rolls that make a battle last longer than it should. I find that using these points smooths out bad points in the story (game). I made most of the effects absolute because when the story is on the line I don't want random chance to determine the outcome. [/QUOTE]
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