CapnZapp
Legend
How do you feel about PF2 Hero Points? Do you use them as instructed? Ignore them entirely? Something else?
I'm especially interested in hearing about your opinion if you found Inspiration in D&D 5E bolted-on, not well integrated in that ruleset. Because that's where I stand myself.
Getting rerolls could of course be great to bolster characterization of your PC, since you could decide "this task is my character's thing". But rerolls are worse and more irritating than advantage. And, annoyingly enough, you could still fail. (And likely will, if you attempt an untrained task).
And in combat, they carry far less weight than out of combat. Turning one miss into a hit, who cares. You can't really change anything with a single reroll, except for personal defense (changing a failed save into a success). Out of combat, however, entire storylines can depend on a single die roll.
I would like to see a system that acknowledges some or all of this.
Such as, you can spend a hero point to
1) increase the degree of success one step of a result your character just witnessed
2) immediately take three actions (no change in initiative)
3) be removed from current danger; personal survival ensured
1) would be mainly for out-of-combat usage. No anticlimactic die rolling, when the real aim here is for a player to take creative control over the story. So you can basically turn a fail into a success, after the fact, no randomness. You don't even need to be the one making the skill test - you just need to be there. You can't turn a success into a fail, by the way. You can only increase the degree of success, never reduce it. (Using meta currency to effectively stunlock the BBEG isn't very heroic anyways)
2) would be mainly for in-combat usage. And there have a real impact. Or at least, let you take a whole extra action and however much impact that brings. You could run past the pesky guards to challenge the big bad evil guy straight away. Or just run away. Or wave your sword three more times. It's your actions.
3) a real "fate point" or "extra life". Not some mechanically wimpy auto-stabilize bullcrap where you could easily die 1 second later. (If all you want is to make your death save, be my guest, since usage #1 allows just that) This is for those "you wake up washed ashore on a beach" or "you fall, but snag on a branch which saves your life" moments. You're transported out of harms way, alive to fight another day. No such promise for your friends, though. Perhaps other soldiers fall on top of your body, and you're taken for dead. Or a random planar gate whisked you away, I don't care about the how. Most crucially - you're removed from the scene, so you can no longer take action. Either way, you don't regain agency or even consciousness until after the current scenario is resolved by the others.
Then you'd start with maybe two of these. There would be no expectation on gaining more, certainly nothing like one a session. You might gain one per adventure path instalment (so about +6 over twenty levels or so). More if the players love 'em and/or use them selflessly (for another character or the whole group; and no, I'm not talking about "selflessly" charging ahead, making sure to be the one that kills the monster; I'm talking storywise). About the only rule remaining from the CRB would be the maximum of 3.
I'm especially interested in hearing about your opinion if you found Inspiration in D&D 5E bolted-on, not well integrated in that ruleset. Because that's where I stand myself.
Getting rerolls could of course be great to bolster characterization of your PC, since you could decide "this task is my character's thing". But rerolls are worse and more irritating than advantage. And, annoyingly enough, you could still fail. (And likely will, if you attempt an untrained task).
And in combat, they carry far less weight than out of combat. Turning one miss into a hit, who cares. You can't really change anything with a single reroll, except for personal defense (changing a failed save into a success). Out of combat, however, entire storylines can depend on a single die roll.
I would like to see a system that acknowledges some or all of this.
Such as, you can spend a hero point to
1) increase the degree of success one step of a result your character just witnessed
2) immediately take three actions (no change in initiative)
3) be removed from current danger; personal survival ensured
1) would be mainly for out-of-combat usage. No anticlimactic die rolling, when the real aim here is for a player to take creative control over the story. So you can basically turn a fail into a success, after the fact, no randomness. You don't even need to be the one making the skill test - you just need to be there. You can't turn a success into a fail, by the way. You can only increase the degree of success, never reduce it. (Using meta currency to effectively stunlock the BBEG isn't very heroic anyways)
2) would be mainly for in-combat usage. And there have a real impact. Or at least, let you take a whole extra action and however much impact that brings. You could run past the pesky guards to challenge the big bad evil guy straight away. Or just run away. Or wave your sword three more times. It's your actions.
3) a real "fate point" or "extra life". Not some mechanically wimpy auto-stabilize bullcrap where you could easily die 1 second later. (If all you want is to make your death save, be my guest, since usage #1 allows just that) This is for those "you wake up washed ashore on a beach" or "you fall, but snag on a branch which saves your life" moments. You're transported out of harms way, alive to fight another day. No such promise for your friends, though. Perhaps other soldiers fall on top of your body, and you're taken for dead. Or a random planar gate whisked you away, I don't care about the how. Most crucially - you're removed from the scene, so you can no longer take action. Either way, you don't regain agency or even consciousness until after the current scenario is resolved by the others.
Then you'd start with maybe two of these. There would be no expectation on gaining more, certainly nothing like one a session. You might gain one per adventure path instalment (so about +6 over twenty levels or so). More if the players love 'em and/or use them selflessly (for another character or the whole group; and no, I'm not talking about "selflessly" charging ahead, making sure to be the one that kills the monster; I'm talking storywise). About the only rule remaining from the CRB would be the maximum of 3.