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<blockquote data-quote="Rhianni32" data-source="post: 7860272" data-attributes="member: 68272"><p><strong>How I use Hero Points</strong>. Its not very heroic to stabilize yourself yet be at 0 HP and lay there unconscious. I let my players use a hero point to get them to 1 HP. They can then decide if they want to retreat to heal or try to get back in the fight. Since they (usually) only have 1 point.</p><p></p><p>We've found it necessary because of the wide variance of critical damage. 1 "20" and then 1 max damage roll and you just took down the fully armored, full HP tank. Nothing they did wrong and in fact they could have taken every precaution. They only have 1 point a session so its not like they are removing all danger. There has been plenty of near TPKs.</p><p></p><p>We are only 3rd level and the early levels are notoriously hard because of a lack of abilities and resources so this may change later on.</p><p></p><p><strong>Capn's Ideas</strong>. By having only 1-2 per adventure path you are really limiting their use. I couldn't see many people spending them for a single action in combat. </p><p>The out of combat use could be more dramatic and powerful in a good way. I would limit it though that the GM could override in VERY rare cases when its used. Only for case of say the BBEG's overall plans where the players might derail too much. But only if you are running that sort of campaign. If its more sandboxy than probably not a problem.</p></blockquote><p></p>
[QUOTE="Rhianni32, post: 7860272, member: 68272"] [B]How I use Hero Points[/B]. Its not very heroic to stabilize yourself yet be at 0 HP and lay there unconscious. I let my players use a hero point to get them to 1 HP. They can then decide if they want to retreat to heal or try to get back in the fight. Since they (usually) only have 1 point. We've found it necessary because of the wide variance of critical damage. 1 "20" and then 1 max damage roll and you just took down the fully armored, full HP tank. Nothing they did wrong and in fact they could have taken every precaution. They only have 1 point a session so its not like they are removing all danger. There has been plenty of near TPKs. We are only 3rd level and the early levels are notoriously hard because of a lack of abilities and resources so this may change later on. [B]Capn's Ideas[/B]. By having only 1-2 per adventure path you are really limiting their use. I couldn't see many people spending them for a single action in combat. The out of combat use could be more dramatic and powerful in a good way. I would limit it though that the GM could override in VERY rare cases when its used. Only for case of say the BBEG's overall plans where the players might derail too much. But only if you are running that sort of campaign. If its more sandboxy than probably not a problem. [/QUOTE]
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